Code:
that reads facebookgamerbrowser.exe do not count the one that reads
facebookgameroom.exe. There will be 3
Make sure you are in game of course....
Then select Master it will take a second, like it will lag.
Then turn on options you want. IF you use no wind in regular games online you will be banned. Use in Golden Shot Only.
Long Line, Full Accurracy. Perfect Shot. All work perfectly. Wind Rings.
Get paid.
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"Master"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[enable]
alloc(rndgencode,2048)
label(rndgen)
registersymbol(rndgen)
alloc(GetOffset, 32)
registersymbol(GetOffset)
label(MasterOffset)
registersymbol(MasterOffset)
label(PerfectShotOffset)
registersymbol(PerfectShotOffset)
label(FullAccOffset)
registersymbol(FullAccOffset)
label(WindBaseOffset)
registersymbol(WindBaseOffset)
label(CurrentElevationOffset)
registersymbol(CurrentElevationOffset)
label(AimingElevOffset)
registersymbol(AimingElevOffset)
label(WindMoveOffset)
registersymbol(WindMoveOffset)
alloc(SetMasterCode, 2048)
registersymbol(SetMasterCode)
aobscan(SetMasterOrig, 89 9A ?? ?? ?? ?? 8B 9A ?? ?? ?? ?? 83 FB 00 0F 8F)
registersymbol(SetMasterOrig)
label(SetMasterOrigReturn)
registersymbol(Master)
aobscan(KillWindMoveOrig, F3 0F 10 90 ???????? 50 B8 ???????? 66 0F 6E D8 58 C5 EA 59 D3 F3 0F 11 4D D8)
registersymbol(KillWindMoveOrig)
label(KillWindMoveOrigReturn)
registersymbol(KillWindMoveTrigger)
aobscan(PerfectShotOrig, 89 96 ?? ?? ?? ?? 3B C1 0F 83 ?? ?? ?? ?? 8B 44 30 2C 89 86 ?? ?? ?? ?? FF 75 E8 33 DB 89 FE 8B 45 F4 8B 55 F0 8B 4D EC E8 ?? ?? ?? ?? 8B 75 F8 B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 89 EC 5D C3)
registersymbol(PerfectShotOrig)
label(PerfectShotOrigReturn)
registersymbol(MultDataAddress)
registersymbol(PerfectShotTrigger)
aobscan(LongLineOrig1, 8B 7C 1F 34 8B 4D EC 83 E9 2F 03 D6 89 BB ?? ?? ?? ?? 3B D1 0F 83 ?? ?? ?? ?? 6B 4D E8 48 8B 54 1A 2C 8B 7D EC 83 EF 2B 03 CE 89 93 ?? ?? ?? ?? 3B CF 0F 83 ?? ?? ?? ?? 6B 55 E8 48 8B 4C 19 28)
registersymbol(LongLineOrig1)
label(LongLineOrig1Return)
aobscan(LongLineOrig2, F3 0F 10 4C 1A 34 F3 0F 11 55 DC F3 0F 11 A5 ?? ?? ?? ?? F3 0F 11 AD)
registersymbol(LongLineOrig2)
label(LongLineOrig2Return)
registersymbol(ClubDataAddress)
registersymbol(LongLineTrigger)
aobscan(AccOrig1, 8B 5C 13 08 6B 75 C0 34 8B BA ?? ?? ?? ?? 89 C8 83 E8 1B 03 F7 89 5D C4 6B 5D C0 34 3B F0 0F 83 ?? ?? ?? ?? 83 E9 1F 8D 04 1F F3 0F 10 4C 16 18 3B C1 0F 83 ?? ?? ?? ?? F3 0F 2A 55 C4 F3 0F 10)
registersymbol(AccOrig1)
label(AccOrig1Return)
aobscan(AccOrig2, F3 0F 11 8B ?? ?? ?? ?? 8B B3 ?? ?? ?? ?? 6B 7D E8 48 89 55 EC 83 EA 37 03 FE 3B FA 0F 83 ?? ?? ?? ?? 6B 55 E8 48 ?? ?? ?? ?? ?? ?? ?? 83 E9 2F 03 D6 89 BB ?? ?? ?? ?? 3B D1 0F 83)
registersymbol(AccOrig2)
label(AccOrig2Return)
registersymbol(WantedAccValue)
registersymbol(WantedAccMult)
registersymbol(FullAccuracyTrigger)
aobscan(SetWindBaseOrig, F3 0F 11 88 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 8B 4D F8 B8 ?? ?? ?? ?? 89 08 89 EC 5D C3 ?? ?? ?? ?? ?? F3 0F 10)
registersymbol(SetWindBaseOrig)
label(SetWindBaseOrigReturn)
aobscan(SetAimDistOrig, F3 0F 11 1C 3A 50 B8 ?? ?? ?? ?? 66 0F 6E E8 58 0F 2E EA 0F 97 C3 0F B6 DB 83 FB 00 0F 84 ?? ?? ?? ?? F3 0F 10 5D E0 83 FB 00 0F 84 ?? ?? ?? ?? 50 B8 ?? ?? ?? ?? 66 0F 6E C8 58 8B 5D C0 83 C3)
registersymbol(SetAimDistOrig)
label(SetAimDistOrigReturn)
aobscan(CurrentElevationOrig, 8B 80 ???????? 89 9D ???????? 89 BD ???????? 89 85 ???????? 89 CE B8 ???????? BA ???????? E8 ???????? 8B 75 F4 B8 ???????? E8 ???????? 8B 4D F4)
registersymbol(CurrentElevationOrig)
label(CurrentElevationOrigReturn)
aobscan(AimingElevationOrig, 8B 86 ?? ?? ?? ?? 8B 55 EC 83 EA 33 89 86)
registersymbol(AimingElevationOrig)
label(AimingElevationOrigReturn)
registersymbol(WindCalc)
registersymbol(CurrentAim)
registersymbol(MaxAim)
registersymbol(AimMult)
registersymbol(WindBase)
registersymbol(WindMult)
registersymbol(RealWind)
registersymbol(WindRings)
registersymbol(WindBaseAddress)
registersymbol(Multiplier)
registersymbol(CurrentElevation)
registersymbol(AimingElevation)
registersymbol(GapElevation)
registersymbol(WindRings2)
registersymbol(WindZeroFive)
registersymbol(WindFiveTen)
registersymbol(WindTenFifteen)
registersymbol(WindFifteenMore)
registersymbol(WindTest)
registersymbol(WindRingTrigger)
////
GetOffset:
db 00 40 20 80
MasterOffset:
readmem(SetMasterOrig+2, 4)
PerfectShotOffset:
readmem(PerfectShotOrig+2, 4)
FullAccOffset:
readmem(AccOrig2+4, 4)
WindBaseOffset:
readmem(SetWindBaseOrig+4, 4)
CurrentElevationOffset:
readmem(CurrentElevationOrig+2, 4)
AimingElevOffset:
readmem(AimingElevationOrig+2, 4)
WindMoveOffset:
readmem(KillWindMoveOrig+4, 4)
////
SetMasterOrig:
jmp SetMasterCode
nop
SetMasterOrigReturn:
KillWindMoveOrig:
jmp KillWindMoveCode
nop
nop
nop
KillWindMoveOrigReturn:
PerfectShotOrig:
jmp PerfectShotCode
nop
PerfectShotOrigReturn:
LongLineOrig1:
jmp LongLineCode1
nop
nop
LongLineOrig1Return:
LongLineOrig2:
jmp LongLineCode2
nop
LongLineOrig2Return:
AccOrig1:
jmp AccCode1
nop
nop
nop
AccOrig1Return:
AccOrig2:
jmp AccCode2
nop
nop
nop
AccOrig2Return:
SetAimDistOrig:
jmp WindCalc
SetAimDistOrigReturn:
SetWindBaseOrig:
jmp StoreWindBase
nop
nop
nop
SetWindBaseOrigReturn:
CurrentElevationOrig:
nop
jmp CurrentElevationCode
CurrentElevationOrigReturn:
AimingElevationOrig:
jmp AimingElevationCode
nop
AimingElevationOrigReturn:
////
SetMasterCode:
add edx,[MasterOffset]
mov [edx],ebx
sub edx,[MasterOffset]
mov [Master],ebx
jmp SetMasterOrigReturn
Master:
dd (int)0
////
KillWindMoveCode:
cmp [Master],(int)1
jne DontKillWindMove
cmp [KillWindMoveTrigger],(int)1
jne DontKillWindMove
pxor xmm2,xmm2
jmp KillWindMoveOrigReturn
DontKillWindMove:
add eax,[WindMoveOffset]
movss xmm2,[eax]
sub eax,[WindMoveOffset]
jmp KillWindMoveOrigReturn
KillWindMoveTrigger:
dd (int)0
////
PerfectShotCode:
cmp [Master],(int)1
jne DontPerfectShot
add esi,[PerfectShotOffset]
mov [MultDataAddress],esi
sub esi,[PerfectShotOffset]
cmp [PerfectShotTrigger],(int)1
jne DontPerfectShot
add esi,[PerfectShotOffset]
mov [esi],(float)0
sub esi,[PerfectShotOffset]
jmp PerfectShotOrigReturn
DontPerfectShot:
add esi,[PerfectShotOffset]
mov [esi],edx
sub esi,[PerfectShotOffset]
jmp PerfectShotOrigReturn
MultDataAddress:
db 00 00 00 00
PerfectShotTrigger:
dd (int)0
////
LongLineCode1:
add edi,ebx
mov [ClubDataAddress],edi
sub edi,ebx
cmp [Master],(int)1
jne DontLongLine1
cmp [LongLineTrigger],(int)1
jne DontLongLine1
mov edi,[WantedLineLength]
mov ecx,[ebp-14]
jmp LongLineOrig1Return
DontLongLine1:
mov edi,[edi+ebx+34]
mov ecx,[ebp-14]
jmp LongLineOrig1Return
////
LongLineCode2:
add edx,ebx
mov [ClubDataAddress],edx
sub edx,ebx
cmp [Master],(int)1
jne DontLongLine2
cmp [LongLineTrigger],(int)1
jne DontLongLine2
movss xmm1,[WantedLineLength]
jmp LongLineOrig2Return
DontLongLine2:
movss xmm1,[edx+ebx+34]
jmp LongLineOrig2Return
ClubDataAddress:
dd (int)0
WantedLineLength:
dd (float)10
LongLineTrigger:
dd (int)0
////
AccCode1:
cmp [Master],(int)1
jne DontAccCode1
cmp [FullAccuracyTrigger],(int)1
jne DontAccCode1
mov ebx,[WantedAccValue]
imul esi,[ebp-40],34
jmp AccOrig1Return
DontAccCode1:
mov ebx,[ebx+edx+08]
imul esi,[ebp-40],34
jmp AccOrig1Return
////
AccCode2:
cmp [Master],(int)1
jne DontAccCode2
cmp [FullAccuracyTrigger],(int)1
jne DontAccCode2
push eax
mov eax,[WantedAccMult]
add ebx,[FullAccOffset]
mov [ebx],eax
sub ebx,[FullAccOffset]
pop eax
jmp AccOrig2Return
DontAccCode2:
add ebx,[FullAccOffset]
movss [ebx],xmm1
sub ebx,[FullAccOffset]
jmp AccOrig2Return
WantedAccValue:
dd (int)100
WantedAccMult:
dd (float)1
FullAccuracyTrigger:
dd (int)0
////
WindCalc:
movss [edx+edi],xmm3
cmp [Master],(int)1
jne SetAimDistOrigReturn
cmp [WindRingTrigger],(int)1
jne SetAimDistOrigReturn
push eax
push ebx
mov ebx,[MultDataAddress]
cmp ebx,00000000
je BadPtr
mov eax,[ebx+18]
mov [WindMult],eax
mov ebx,[ClubDataAddress]
cmp ebx,00000000
je BadPtr
mov eax,[ebx+14]
mov [MaxAim],eax
mov ebx,[WindBaseAddress]
cmp ebx,00000000
je BadPtr
mov eax,[ebx]
mov [WindBase],eax
mov eax,[ebx+170]
mov [CurrentAim],eax
BadPtr:
movss [Storage0],xmm0
movss [Storage1],xmm1
movss xmm0,[CurrentAim]
movss xmm1,[MaxAim]
divss xmm0,xmm1
movss [AimMult],xmm0
movss xmm0,[WindBase]
movss xmm1,[WindMult]
mulss xmm0,xmm1
movss [RealWind],xmm0
movss xmm0,[AimMult]
movss xmm1,[RealWind]
mulss xmm0,xmm1
mov eax,[ClubDataAddress]
mov [Multiplier],(float)1
cmp [eax],(int)41
jl +24
cmp [eax],(int)57
jnl +1C
mov [Multiplier],(float)0.5
cmp [eax],(int)49
jl +A
mov [Multiplier],(float)0.75
mulss xmm0,[Multiplier]
movss [WindRings],xmm0
movss xmm0,[AimingElevation]
movss xmm1,[CurrentElevation]
subss xmm1,xmm0
movss [GapElevation],xmm1
movss xmm0,[RealWind]
mov [WindTest],(float)5
ucomiss xmm0,[WindTest]
jae +C
mov eax,[WindZeroFive]
mov [Multiplier],eax
jmp +48
mov [WindTest],(float)10
ucomiss xmm0,[WindTest]
jae +C
mov eax,[WindFiveTen]
mov [Multiplier],eax
jmp +29
mov [WindTest],(float)15
ucomiss xmm0,[WindTest]
jae +C
mov eax,[WindTenFifteen]
mov [Multiplier],eax
jmp +A
mov eax,[WindFifteenMore]
mov [Multiplier],eax
mulss xmm1,[Multiplier]
movss xmm0,[WindRings]
mulss xmm1,xmm0
addss xmm1,xmm0
movss [WindRings2],xmm1
pop ebx
pop eax
movss xmm1,[Storage1]
movss xmm0,[Storage0]
jmp SetAimDistOrigReturn
WindZeroFive:
dd (float)0.012050
WindFiveTen:
dd (float)0.0135
WindTenFifteen:
dd (float)0.01875
WindFifteenMore:
dd (float)0.019
WindTest:
dd (float)0
////
StoreWindBase:
add eax,[WindBaseOffset]
movss [eax],xmm1
mov [WindBaseAddress],eax
sub eax,[WindBaseOffset]
jmp SetWindBaseOrigReturn
////
CurrentElevationCode:
push ecx
mov ecx,eax
add ecx,[CurrentElevationOffset]
mov eax,[ecx]
pop ecx
mov [CurrentElevation],eax
jmp CurrentElevationOrigReturn
////
AimingElevationCode:
add esi,[AimingElevOffset]
mov eax,[esi]
sub esi,[AimingElevOffset]
mov [AimingElevation],eax
jmp AimingElevationOrigReturn
CurrentAim:
dd 00000000
MaxAim:
dd 00000000
AimMult:
dd 00000000
WindBase:
dd 00000000
WindMult:
dd 00000000
RealWind:
dd 00000000
WindRings:
dd 00000000
Multiplier:
dd 00000000
WindBaseAddress:
dd 00000000
Storage0:
dd 00000000
Storage1:
dd 00000000
CurrentElevation:
dd 00000000
AimingElevation:
dd 00000000
GapElevation:
dd 00000000
WindRings2:
dd 00000000
WindRingTrigger:
dd (int)0
// Random generator code by julfo
alloc(rndvars,2048)
label(rnd_a)
registersymbol(rnd_a)
label(rnd_c)
registersymbol(rnd_c)
label(rnd_m)
registersymbol(rnd_m)
label(rnd_d)
registersymbol(rnd_d)
label(rnd_xmm)
registersymbol(rnd_xmm)
label(rnd_counter)
registersymbol(rnd_counter)
label(gt)
rndvars:
rnd_a:
dd (int)1103515245
rnd_c:
dd (int)12345
rnd_m:
dd (int)4294967295
rnd_d:
dd (int)54321
rnd_xmm:
dd (float)0.0
rnd_counter:
dd (int)0
rndgen:
// only change every x frames
push eax
mov eax,[rnd_counter]
cmp eax,#100
jge gt
inc eax
mov [rnd_counter], eax
pop eax
movss xmm0, dword ptr [rnd_xmm]
ret
gt:
mov [rnd_counter], 0
pop eax
// func start
push ebp
mov ebp, esp
sub esp, 16
mov edx, dword ptr [rnd_a]
mov eax, dword ptr [rnd_d]
imul edx, eax
mov eax, dword ptr [rnd_c]
add eax, edx
mov ecx, dword ptr [rnd_m]
mov edx, 0
div ecx
mov eax, edx
mov dword ptr [rnd_d], eax
mov eax, dword ptr [rnd_d]
mov dword ptr [ebp-16], eax
mov dword ptr [ebp-12], 0
fild qword ptr [ebp-16]
fstp dword ptr [ebp-4]
fld dword ptr [ebp-4]
mov eax, dword ptr [rnd_m]
mov dword ptr [ebp-16], eax
mov dword ptr [ebp-12], 0
fild qword ptr [ebp-16]
fstp dword ptr [ebp-4]
fld dword ptr [ebp-4]
fdivp st(1), st
fstp dword ptr [rnd_xmm]
movss xmm0, dword ptr [rnd_xmm]
leave
ret
[disable]
dealloc(GetOffset)
unregistersymbol(GetOffset)
dealloc(SetMasterCode)
unregistersymbol(SetMasterCode)
unregistersymbol(MasterOffset)
unregistersymbol(PerfectShotOffset)
unregistersymbol(FullAccOffset)
unregistersymbol(WindBaseOffset)
unregistersymbol(AimingElevOffset)
unregistersymbol(WindMoveOffset)
unregistersymbol(Master)
unregistersymbol(MultDataAddress)
unregistersymbol(PerfectShotTrigger)
unregistersymbol(SetMasterOrig)
unregistersymbol(KillWindMoveOrig)
unregistersymbol(KillWindMoveTrigger)
unregistersymbol(LongLineOrig1)
unregistersymbol(LongLineOrig2)
unregistersymbol(ClubDataAddress)
unregistersymbol(LongLineTrigger)
unregistersymbol(AccOrig1)
unregistersymbol(AccOrig2)
unregistersymbol(WantedAccValue)
unregistersymbol(WantedAccMult)
unregistersymbol(FullAccuracyTrigger)
unregistersymbol(WindCalc)
unregistersymbol(SetAimDistOrig)
unregistersymbol(SetWindBaseOrig)
unregistersymbol(CurrentAim)
unregistersymbol(MaxAim)
unregistersymbol(AimMult)
unregistersymbol(WindBase)
unregistersymbol(WindMult)
unregistersymbol(RealWind)
unregistersymbol(WindRings)
unregistersymbol(WindBaseAddress)
unregistersymbol(Multiplier)
unregistersymbol(CurrentElevationOrig)
unregistersymbol(CurrentElevation)
unregistersymbol(AimingElevationOrig)
unregistersymbol(AimingElevation)
unregistersymbol(GapElevation)
unregistersymbol(WindRings2)
unregistersymbol(WindZeroFive)
unregistersymbol(WindFiveTen)
unregistersymbol(WindTenFifteen)
unregistersymbol(WindFifteenMore)
unregistersymbol(WindTest)
unregistersymbol(WindRingTrigger)
dealloc(rndvars)
dealloc(rndgencode)
unregistersymbol(rnd_a)
unregistersymbol(rnd_c)
unregistersymbol(rnd_m)
unregistersymbol(rnd_d)
unregistersymbol(rndgen)
unregistersymbol(rnd_counter)
SetMasterOrig:
//mov [edx+0056FA80],ebx
db 89 9A
readmem(MasterOffset, 4)
KillWindMoveOrig:
//movss xmm2,[eax+005C26EC]
db F3 0F 10 90
readmem(WindMoveOffset, 4)
PerfectShotOrig:
//mov [esi+005B4080],edx
db 89 96
readmem(PerfectShotOffset, 4)
LongLineOrig1:
//mov edi,[edi+ebx+34]
//mov ecx,[ebp-14]
db 8B 7C 1F 34 8B 4D EC
LongLineOrig2:
//movss xmm1,[edx+ebx+34]
db F3 0F 10 4C 1A 34
AccOrig1:
//mov ebx,[ebx+edx+08]
//imul esi,[ebp-40],34
db 8B 5C 13 08 6B 75 C0 34
AccOrig2:
//movss [ebx+005B409C],xmm1
db F3 0F 11 8B
readmem(FullAccOffset, 4)
SetWindBaseOrig:
//movss [eax+0056FA0C],xmm1
db F3 0F 11 88
readmem(WindBaseOffset, 4)
SetAimDistOrig:
// movss [edx+edi],xmm3
db F3 0F 11 1C 3A
CurrentElevationOrig:
//mov eax,[eax+00160C34]
db 8B 80
readmem(CurrentElevationOffset, 4)
AimingElevationOrig:
//mov eax,[esi+0056C428]
db 8B 86
readmem(AimingElevOffset, 4)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>11</ID>
<Description>"Master (Debug)"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:HACK OFF
1:HACK ON
</DropDownList>
<LastState Value="1" RealAddress="088F0831"/>
<Color>FF00FF</Color>
<VariableType>4 Bytes</VariableType>
<Address>Master</Address>
</CheatEntry>
<CheatEntry>
<ID>12</ID>
<Description>"Debug Info"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<Color>FF00FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>51</ID>
<Description>"Current Club Info"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<Color>FF00FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>101</ID>
<Description>"Club Number"</Description>
<LastState Value="57" RealAddress="874380D8"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>102</ID>
<Description>"Club Level"</Description>
<LastState Value="1" RealAddress="874380DC"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>4</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>103</ID>
<Description>"Accuracy"</Description>
<LastState Value="30" RealAddress="874380E0"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>8</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>104</ID>
<Description>"???????"</Description>
<LastState Value="0" RealAddress="874380E4"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>105</ID>
<Description>"???????"</Description>
<LastState Value="0" RealAddress="874380E8"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>106</ID>
<Description>"Power"</Description>
<LastState Value="20" RealAddress="874380EC"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>14</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>107</ID>
<Description>"??????"</Description>
<LastState Value="7" RealAddress="874380F0"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>108</ID>
<Description>"NormalNeedleRange"</Description>
<LastState Value="20" RealAddress="874380F4"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>1C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>109</ID>
<Description>"HighNeedleRange"</Description>
<LastState Value="50" RealAddress="874380F8"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>20</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>110</ID>
<Description>"??????"</Description>
<LastState Value="0.200000003" RealAddress="874380FC"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>111</ID>
<Description>"Top Spin"</Description>
<LastState Value="30" RealAddress="87438100"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>28</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>112</ID>
<Description>"Back Spin"</Description>
<LastState Value="-30" RealAddress="87438104"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>2C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>113</ID>
<Description>"Arrow Speed"</Description>
<LastState Value="0.8999999762" RealAddress="87438108"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>114</ID>
<Description>"Ball Guide"</Description>
<LastState Value="2" RealAddress="8743810C"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>34</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>115</ID>
<Description>"Ability 1"</Description>
<LastState Value="0" RealAddress="87438110"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>38</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>116</ID>
<Description>"Ability 2"</Description>
<LastState Value="0" RealAddress="87438114"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>3C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>117</ID>
<Description>"Ability 3"</Description>
<LastState Value="0" RealAddress="87438118"/>
<VariableType>4 Bytes</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>118</ID>
<Description>"Curl"</Description>
<LastState Value="100" RealAddress="8743811C"/>
<VariableType>Float</VariableType>
<Address>ClubDataAddress</Address>
<Offsets>
<Offset>44</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>52</ID>
<Description>"????????"</Description>
<LastState Value="1" RealAddress="80783E98"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>-8</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>53</ID>
<Description>"Turn Timer"</Description>
<LastState Value="3.049997807" RealAddress="80783E9C"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>-4</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>54</ID>
<Description>"Wind Base"</Description>
<LastState Value="1.964000225" RealAddress="80783EA0"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>55</ID>
<Description>"WindForce1base"</Description>
<LastState Value="0.9732209444" RealAddress="80783EA4"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>4</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>56</ID>
<Description>"WindForce3base"</Description>
<LastState Value="-0.2298717499" RealAddress="80783EA8"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>8</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>57</ID>
<Description>"WindForce3base"</Description>
<LastState Value="0" RealAddress="80783EAC"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>58</ID>
<Description>"WindForce1CurrentTour"</Description>
<LastState Value="1.91140604" RealAddress="80783EB0"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>59</ID>
<Description>"WindForce2CurrentTour"</Description>
<LastState Value="-0.4514681399" RealAddress="80783EB4"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>14</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>119</ID>
<Description>"WindForce3CurrentTour"</Description>
<LastState Value="0" RealAddress="80783EB8"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>120</ID>
<Description>"????????"</Description>
<LastState Value="1" RealAddress="80783EBC"/>
<VariableType>4 Bytes</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>1C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>121</ID>
<Description>"Nothing"</Description>
<VariableType>Float</VariableType>
<Address>4 Bytes</Address>
<Offsets>
<Offset>20</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>122</ID>
<Description>"Nothing"</Description>
<VariableType>Float</VariableType>
<Address>4 Bytes</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>123</ID>
<Description>"Nothing"</Description>
<VariableType>Float</VariableType>
<Address>4 Bytes</Address>
<Offsets>
<Offset>28</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>124</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783ECC"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>2C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>125</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783ED0"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>126</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783ED4"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>34</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>127</ID>
<Description>"????????"</Description>
<LastState Value="2" RealAddress="80783ED8"/>
<VariableType>4 Bytes</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>38</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>128</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783EDC"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>3C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>129</ID>
<Description>"????????"</Description>
<LastState Value="Nan" RealAddress="80783EE0"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>130</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783EE4"/>
<VariableType>4 Bytes</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>44</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>131</ID>
<Description>"????????"</Description>
<LastState Value="Nan" RealAddress="80783EE8"/>
<VariableType>4 Bytes</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>132</ID>
<Description>"????????"</Description>
<LastState Value="0" RealAddress="80783EEC"/>
<VariableType>4 Bytes</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>4C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>133</ID>
<Description>"Current Aim"</Description>
<LastState Value="5.416060925" RealAddress="80784010"/>
<VariableType>Float</VariableType>
<Address>WindBaseAddress</Address>
<Offsets>
<Offset>170</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>134</ID>
<Description>"Needle Speed Mult"</Description>
<LastState Value="1" RealAddress="807C8514"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>135</ID>
<Description>"????????"</Description>
<LastState Value="1" RealAddress="807C8518"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>4</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>136</ID>
<Description>"????????"</Description>
<LastState Value="3.891802073" RealAddress="807C851C"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>8</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>137</ID>
<Description>"Ending Line"</Description>
<LastState Value="3.891782999" RealAddress="807C8520"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>138</ID>
<Description>"????????"</Description>
<LastState Value="11" RealAddress="807C8524"/>
<VariableType>4 Bytes</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>139</ID>
<Description>"????????"</Description>
<LastState Value="-9.702806473" RealAddress="807C8528"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>14</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>140</ID>
<Description>"Wind Mult"</Description>
<LastState Value="1" RealAddress="807C852C"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>141</ID>
<Description>"Accuracy Mult"</Description>
<LastState Value="1" RealAddress="807C8530"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>1C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>142</ID>
<Description>"????????"</Description>
<LastState Value="10" RealAddress="807C8534"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>20</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>143</ID>
<Description>"????????"</Description>
<LastState Value="30" RealAddress="807C8538"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>144</ID>
<Description>"????????"</Description>
<LastState Value="-30" RealAddress="807C853C"/>
<VariableType>Float</VariableType>
<Address>MultDataAddress</Address>
<Offsets>
<Offset>28</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>145</ID>
<Description>"Ring Calc Info (Debug)"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<Color>FF00FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>201</ID>
<Description>"CurrentAim"</Description>
<LastState Value="115.128273" RealAddress="088F0C0D"/>
<VariableType>Float</VariableType>
<Address>CurrentAim</Address>
</CheatEntry>
<CheatEntry>
<ID>202</ID>
<Description>"MaxAim"</Description>
<LastState Value="132.8000031" RealAddress="088F0C11"/>
<VariableType>Float</VariableType>
<Address>MaxAim</Address>
</CheatEntry>
<CheatEntry>
<ID>203</ID>
<Description>"AimMult"</Description>
<LastState Value="0.8669297695" RealAddress="088F0C15"/>
<VariableType>Float</VariableType>
<Address>AimMult</Address>
</CheatEntry>
<CheatEntry>
<ID>204</ID>
<Description>"WindBase"</Description>
<LastState Value="1.476999879" RealAddress="088F0C19"/>
<VariableType>Float</VariableType>
<Address>WindBase</Address>
</CheatEntry>
<CheatEntry>
<ID>205</ID>
<Description>"WindMult"</Description>
<LastState Value="1" RealAddress="088F0C1D"/>
<VariableType>Float</VariableType>
<Address>WindMult</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>13</ID>
<Description>"Kill This Fucking Wind Moving Arrow"</Description>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
KillWindMoveTrigger:
dd (int)1
[disable]
KillWindMoveTrigger:
dd (int)0
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>13</ID>
<Description>"Long Line"</Description>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
LongLineTrigger:
dd (int)1
[disable]
LongLineTrigger:
dd (int)0
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>14</ID>
<Description>"Perfect Shot"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
PerfectShotTrigger:
dd (int)1
[disable]
PerfectShotTrigger:
dd (int)0
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>15</ID>
<Description>"Slow Needle"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
alloc(SlowArrowCode, 256)
label(DontSlowArrow)
aobscan(SlowArrowOrig, F3 0F 10 64 10 30 C5 F2 58 CC 3B FB 0F 83)
registersymbol(SlowArrowOrig)
label(SlowArrowOrigReturn)
label(WantedSpeed)
registersymbol(WantedSpeed)
label(SpeedAddress)
registersymbol(SpeedAddress)
////
SlowArrowOrig:
jmp SlowArrowCode
nop
SlowArrowOrigReturn:
////
SlowArrowCode:
cmp [Master],(int)1
jne DontSlowArrow
push eax
mov eax,[ClubDataAddress]
mov [WantedSpeed],(float)0.3 //Fairway Multiplier
cmp [eax],(int)41 //If lower basic Rough Club
jl +24 //Go to Calc
cmp [eax],(int)57 //If not lower than Putter (for gold club)
jnl +1C //Go to Calc
mov [WantedSpeed],(float)0.25 //Rough Multiplier
cmp [eax],(int)49 //If lower basic Sand Club
jl +A //Go to Calc
mov [WantedSpeed],(float)0.2 //Sand Multiplier
movss xmm4,[WantedSpeed]
pop eax
add eax,edx
mov [SpeedAddress],eax
sub eax,edx
jmp SlowArrowOrigReturn
DontSlowArrow:
movss xmm4,[eax+edx+30]
jmp SlowArrowOrigReturn
////
WantedSpeed:
dd (float)1
SpeedAddress:
dd (int)0
[disable]
dealloc(SlowArrowCode)
unregistersymbol(SlowArrowOrig)
unregistersymbol(WantedSpeed)
SlowArrowOrig:
//movss xmm4[eax+edx+30]
db F3 0F 10 64 10 30
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>206</ID>
<Description>"NoCurl"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
alloc(NoCurlCode, 128)
label(DontNoCurl)
aobscan(NoCurlOrig, F3 0F 10 54 18 44 50 B8 00 00 C8 42 66 0F 6E E0)
registersymbol(NoCurlOrig)
label(NoCurlOrigReturn)
////
NoCurlOrig:
jmp NoCurlCode
nop
NoCurlOrigReturn:
////
NoCurlCode:
cmp [Master],(int)1
jne DontNoCurl
movss xmm2,[CurlValue]
jmp NoCurlOrigReturn
DontNoCurl:
movss xmm2,[eax+ebx+44]
jmp NoCurlOrigReturn
CurlValue:
dd (float)0
[disable]
dealloc(NoCurlCode)
unregistersymbol(NoCurlOrig)
NoCurlOrig:
//movss xmm2,[eax+ebx+44]
db F3 0F 10 54 18 44
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>207</ID>
<Description>"Needle Position"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
alloc(NeedlePositionCode, 2048)
label(DontNeedlePosition)
aobscan(NeedlePositionOrig, 8B 34 17 8B 45 EC 3B C3 0F 83 ???????? 89 CB 83 EB 5B 89 B4 10 3C010000)
registersymbol(NeedlePositionOrig)
label(NeedlePositionOrigReturn)
label(WantedNeedle)
registersymbol(WantedNeedle)
label(WantedNeedle2)
registersymbol(WantedNeedle2)
label(rtmpxmm0)
registersymbol(rtmpxmm0)
label(rtmpxmm1)
registersymbol(rtmpxmm1)
label(rtmpxmm2)
registersymbol(rtmpxmm2)
label(dohook)
label(doslice)
label(perfectstart)
label(range1)
label(range2)
label(range3)
label(perfectend)
label(alldone)
////
NeedlePositionOrig:
jmp NeedlePositionCode
nop
NeedlePositionOrigReturn:
////
NeedlePositionCode:
cmp [Master],1
jne DontNeedlePosition
cmp [WantedNeedle2], 0
je perfectstart
cmp [WantedNeedle2], 1
je dohook
jmp doslice
dohook:
mov [WantedNeedle],(float)0.25
jmp alldone
doslice:
mov [WantedNeedle],(float)0.75
jmp alldone
perfectstart:
pushad
pushfd
movss [rtmpxmm0], xmm0
movss [rtmpxmm1], xmm1
movss [rtmpxmm2], xmm2
call rndgen
mov ecx, #0 // min value (inclusive)
mov edx, #2 // max value (inclusive)
sub edx, ecx // store range in edx
cvtsi2ss xmm1, edx // convert range to float
mulss xmm0, xmm1 // multiply rand (0-1) by range
cvtsi2ss xmm1, ecx // convert min to float
addss xmm0, xmm1 // add min to multiplied value
// xmm0 now contains a float within the given range. Can now cast that to an
// int, or leave it as float. Here we will cast to int
cvtss2si ecx, xmm0 // convert xmm0 to int and store in ecx
cmp ecx, 0
je range1
cmp ecx, 1
je range2
jmp range3
range1:
call rndgen
mov ecx, (float)0 // min value (inclusive)
mov edx, (float)0.005 // max value (inclusive)
movd xmm1, edx
movd xmm2, ecx
subss xmm1, xmm2
mulss xmm0, xmm1 // multiply rand (0-1) by range
movd xmm1, ecx
addss xmm0, xmm1 // add min to multiplied value
movss [WantedNeedle], xmm0
jmp perfectend
range2:
call rndgen
mov ecx, (float)0.495 // min value (inclusive)
mov edx, (float)0.505 // max value (inclusive)
movd xmm1, edx
movd xmm2, ecx
subss xmm1, xmm2
mulss xmm0, xmm1 // multiply rand (0-1) by range
movd xmm1, ecx
addss xmm0, xmm1 // add min to multiplied value
movss [WantedNeedle], xmm0
jmp perfectend
range3:
call rndgen
mov ecx, (float)0.985 // min value (inclusive)
mov edx, (float)0.99999 // max value (inclusive)
movd xmm1, edx
movd xmm2, ecx
subss xmm1, xmm2
mulss xmm0, xmm1 // multiply rand (0-1) by range
movd xmm1, ecx
addss xmm0, xmm1 // add min to multiplied value
movss [WantedNeedle], xmm0
jmp perfectend
perfectend:
popfd
popad
movss xmm0, [rtmpxmm0]
movss xmm1, [rtmpxmm1]
movss xmm2, [rtmpxmm2]
alldone:
mov esi,[WantedNeedle]
mov eax,[ebp-14]
jmp NeedlePositionOrigReturn
DontNeedlePosition:
mov esi,[edi+edx]
mov eax,[ebp-14]
jmp NeedlePositionOrigReturn
WantedNeedle:
dd (float)0
WantedNeedle2:
dd (int)0
ShootValue:
dd (float)0
rtmpxmm0:
dd (float)0
rtmpxmm1:
dd (float)0
rtmpxmm2:
dd (float)0
[disable]
dealloc(NeedlePositionCode)
unregistersymbol(NeedlePositionOrig)
unregistersymbol(WantedNeedle)
unregistersymbol(WantedNeedle2)
NeedlePositionOrig:
//mov esi,[edi+edx]
//mov eax,[ebp-14]
db 8B 34 17 8B 45 EC
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>81</ID>
<Description>"Wanted Needle"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Perfect
1:Hook
2:Slice
</DropDownList>
<LastState Value="0" RealAddress="01410173"/>
<VariableType>4 Bytes</VariableType>
<Address>WantedNeedle2</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>16</ID>
<Description>"Full Accuracy"</Description>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
FullAccuracyTrigger:
dd (int)1
[disable]
FullAccuracyTrigger:
dd (int)0
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>17</ID>
<Description>"Wind Changer (Only Golden Shot)"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
alloc(NoWindOffset, 4)
registersymbol(NoWindOffset)
alloc(NoWindCode, 128)
aobscan(NoWindOrig, F3 0F 11 8B ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 8B B3 ?? ?? ?? ?? 6B 7D E8 48 89 55 EC 83 EA 37 03 FE 3B FA 0F 83 ?? ?? ?? ?? 6B 55 E8 48 ?? ?? ?? ?? ?? ?? ?? 83 E9 2F 03 D6 89 BB ?? ?? ?? ?? 3B D1 0F 83)
registersymbol(NoWindOrig)
label(NoWindOrigReturn)
registersymbol(WantedWind)
label(Storexmm0)
label(Storexmm1)
label(WindMultiplier)
registersymbol(WindMultiplier)
NoWindOffset:
readmem(NoWindOrig+4, 4)
////
NoWindOrig:
jmp NoWindCode
nop
nop
nop
NoWindOrigReturn:
////
NoWindCode:
cmp [Master],(int)1
jne DontNoWind
cmp [WindBase],00000000 // Check if there is a wind stored
je DontNoWind // Else change nothing
push eax
mov eax,[ClubDataAddress]
cmp [eax],(int)57 // Test if club = putter
je +62 // If Yes change nothing
mov eax,[WantedWind]
cmp [RealWind],eax // Test if multiplier is allready good
je +3C // Jump to mov eax,[WindMultiplier] if good
movss [Storexmm0],xmm0 // Save xmm0
movss [Storexmm1],xmm1 // Save xmm1
movss xmm0,[WantedWind] // Set Wanted wind in xmm0
movss xmm1,[WindBase] // Set Base Wind in xmm1
divss xmm0,xmm1 // Calculate multiplier to have 0.000001 wind (can't go under else it's a flag)
movss [WindMultiplier],xmm0 // Save good multiplier
movss xmm0,[Storexmm0] // Restore xmm0
movss xmm1,[Storexmm1] // Restore xmm1
mov eax,[WindMultiplier]
add ebx,[NoWindOffset]
mov [ebx],eax
sub ebx,[NoWindOffset]
pop eax
jmp NoWindOrigReturn
pop eax
jmp DontNoWind
DontNoWind:
add ebx,[NoWindOffset]
movss [ebx],xmm1
sub ebx,[NoWindOffset]
jmp NoWindOrigReturn
////
WantedWind:
dd (float)0.000001
WindMultiplier:
dd (float)1
Storexmm0:
dd 00000000
Storexmm1:
dd 00000000
[disable]
dealloc(NoWindCode)
dealloc(NoWindOffset)
unregistersymbol(NoWindOrig)
unregistersymbol(WantedWind)
unregistersymbol(WindMultiplier)
unregistersymbol(NoWindOffset)
NoWindOrig:
//movss [ebx+005B4098],xmm1
db F3 0F 11 8B
readmem(NoWindOffset, 4)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>208</ID>
<Description>"Wanted Wind"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0.000001:No Wind
1:1 mph
2:2 mph
3:3 mph
4:4 mph
5:5 mph
6:6 mph
7:7 mph
8:8 mph
9:9 mph
10:10 mph
11:11 mph
12:12 mph
13:13 mph
14:14 mph
15:15 mph
16:16 mph
17:17 mph
18:18 mph
19:19 mph
20:20 mph
21:21 mph
22:22 mph
</DropDownList>
<VariableType>Float</VariableType>
<Address>WantedWind</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>18</ID>
<Description>"Club Abilities"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
alloc(UnlockAbilities, 256)
label(UnlockAbility1)
label(UnlockAbility2)
label(UnlockAbility3)
label(DontUnlock1)
label(DontUnlock2)
label(DontUnlock3)
aobscan(Ability1Orig, C7 44 18 38 00 00 00 00 6B 45 E8 48 3B FA 0F 83 ?? ?? ?? ?? 8B 55 EC 83 EA 43 03 C6 C7 44 1F 3C 00 00 00 00 3B C2 0F 83 ?? ?? ?? ?? C7 44 18 40 00 00 00 00 8B 4D F8 8B 45 EC 89 DA 6B 5D E8 48 8B B2 ?? ?? ?? ?? 89 C7 83 EF 3F 03 DE 3B DF 0F 83)
registersymbol(Ability1Orig)
label(Ability1OrigReturn)
aobscan(Ability2Orig, C7 44 1F 3C 00 00 00 00 3B C2 0F 83 ?? ?? ?? ?? C7 44 18 40 00 00 00 00 8B 4D F8 8B 45 EC 89 DA 6B 5D E8 48 8B B2 ?? ?? ?? ?? 89 C7 83 EF 3F 03 DE 3B DF 0F 83 ?? ?? ?? ?? 8B 5C 13 3C 89 5D EC 83 FB 00 0F 8E ?? ?? ?? ?? 8B B2 ?? ?? ?? ?? 83 C6)
registersymbol(Ability2Orig)
label(Ability2OrigReturn)
aobscan(Ability3Orig, C7 44 18 40 00 00 00 00 8B 4D F8 8B 45 EC 89 DA 6B 5D E8 48 8B B2 ?? ?? ?? ?? 89 C7 83 EF 3F 03 DE 3B DF 0F 83 ?? ?? ?? ?? 8B 5C 13 3C 89 5D EC 83 FB 00 0F 8E ?? ?? ?? ?? 8B B2 ?? ?? ?? ?? 83 C6 06 3B DE 0F 8D ?? ?? ?? ?? 6B F3 1C 8B BA)
registersymbol(Ability3Orig)
label(Ability3OrigReturn)
label(SetAbillity1)
label(SetAbillity2)
label(SetAbillity3)
registersymbol(SetAbillity1)
registersymbol(SetAbillity2)
registersymbol(SetAbillity3)
////
Ability1Orig:
jmp UnlockAbility1
nop
nop
nop
Ability1OrigReturn:
////
Ability2Orig:
jmp UnlockAbility2
nop
nop
nop
Ability2OrigReturn:
////
Ability3Orig:
jmp UnlockAbility3
nop
nop
nop
Ability3OrigReturn:
////
UnlockAbilities:
db 90 90 90 90
//
UnlockAbility1:
cmp [Master],(int)1
jne DontUnlock1
push ecx
mov ecx,[SetAbillity1]
mov [eax+ebx+38],ecx
mov eax,[SetAbillity2]
mov [eax+ebx+3C],eax
mov ecx,[SetAbillity3]
mov [eax+ebx+40],ecx
pop ecx
jmp Ability1OrigReturn
DontUnlock1:
mov [eax+ebx+38],00000000
mov [eax+ebx+3C],00000000
mov [eax+ebx+40],00000000
jmp Ability1OrigReturn
//
UnlockAbility2:
cmp [Master],(int)1
jne DontUnlock2
push eax
mov ecx,[SetAbillity1]
mov [edi+ebx+38],ecx
mov eax,[SetAbillity2]
mov [edi+ebx+3C],eax
mov ecx,[SetAbillity3]
mov [edi+ebx+40],ecx
pop eax
jmp Ability2OrigReturn
DontUnlock2:
mov [edi+ebx+38],00000000
mov [edi+ebx+3C],00000000
mov [edi+ebx+40],00000000
jmp Ability2OrigReturn
//
UnlockAbility3:
cmp [Master],(int)1
jne DontUnlock3
push ecx
mov ecx,[SetAbillity1]
mov [eax+ebx+38],ecx
mov eax,[SetAbillity2]
mov [eax+ebx+3C],eax
mov ecx,[SetAbillity3]
mov [eax+ebx+40],ecx
pop ecx
jmp Ability3OrigReturn
DontUnlock3:
mov [eax+ebx+38],00000000
mov [eax+ebx+3C],00000000
mov [eax+ebx+40],00000000
jmp Ability3OrigReturn
////
SetAbillity1:
dd (int)0
SetAbillity2:
dd (int)5
SetAbillity3:
dd (int)0
////
[disable]
dealloc(UnlockAblilities)
unregistersymbol(Ability1Orig)
unregistersymbol(Ability2Orig)
unregistersymbol(Ability3Orig)
unregistersymbol(SetAbillity1)
unregistersymbol(SetAbillity2)
unregistersymbol(SetAbillity3)
Ability1Orig:
//mov [eax+ebx+38],00000000
db C7 44 18 38 00 00 00 00
Ability2Orig:
//mov [edi+ebx+3C],00000000
db C7 44 1F 3C 00 00 00 00
Ability3Orig:
//mov [eax+ebx+40],00000000
db C7 44 18 40 00 00 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>71</ID>
<Description>"Abillity 1 (No Effect?)"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0: None
1: Sweetspot
2: Steady Swing
3: Rough and Ready
4: Bulldozer
5: Green Goo
6: Messiah
7: Rain Check
8: Wind Preview
9: Nerves of Steel
10: Smash it
11: Guide Pulse
12: High Roller
13: Lawnmower
14: Lumberjack
15: Fairway Spike
16: Wind Resistance 1
17: Sidespin 1
18: Power 1
19: Forgiveness 1
20: Overpower Dampening 1
21: Wind Resistance 2
22: Sidespin 2
23: Power 2
24: Forgiveness 2
25: Overpower Dampening 2
26: Wind Resistance 3
27: Sidespin 3
28: Power 3
29: Forgiveness 3
30: Overpower Dampening 3
31: Fore
32: Ball Guide Test
33: Power 4
34: Power 5
35: Wind Resistance 4
36: Wind Resistance 5
</DropDownList>
<VariableType>4 Bytes</VariableType>
<Address>SetAbillity1</Address>
</CheatEntry>
<CheatEntry>
<ID>72</ID>
<Description>"Abillity 2"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0: None
1: Sweetspot
2: Steady Swing
3: Rough and Ready
4: Bulldozer
5: Green Goo
6: Messiah
7: Rain Check
8: Wind Preview
9: Nerves of Steel
10: Smash it
11: Guide Pulse
12: High Roller
13: Lawnmower
14: Lumberjack
15: Fairway Spike
16: Wind Resistance 1
17: Sidespin 1
18: Power 1
19: Forgiveness 1
20: Overpower Dampening 1
21: Wind Resistance 2
22: Sidespin 2
23: Power 2
24: Forgiveness 2
25: Overpower Dampening 2
26: Wind Resistance 3
27: Sidespin 3
28: Power 3
29: Forgiveness 3
30: Overpower Dampening 3
31: Fore
32: Ball Guide Test
33: Power 4
34: Power 5
35: Wind Resistance 4
36: Wind Resistance 5
</DropDownList>
<VariableType>4 Bytes</VariableType>
<Address>SetAbillity2</Address>
</CheatEntry>
<CheatEntry>
<ID>73</ID>
<Description>"Abillity 3"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0: None
1: Sweetspot
2: Steady Swing
3: Rough and Ready
4: Bulldozer
5: Green Goo
6: Messiah
7: Rain Check
8: Wind Preview
9: Nerves of Steel
10: Smash it
11: Guide Pulse
12: High Roller
13: Lawnmower
14: Lumberjack
15: Fairway Spike
16: Wind Resistance 1
17: Sidespin 1
18: Power 1
19: Forgiveness 1
20: Overpower Dampening 1
21: Wind Resistance 2
22: Sidespin 2
23: Power 2
24: Forgiveness 2
25: Overpower Dampening 2
26: Wind Resistance 3
27: Sidespin 3
28: Power 3
29: Forgiveness 3
30: Overpower Dampening 3
31: Fore
32: Ball Guide Test
33: Power 4
34: Power 5
35: Wind Resistance 4
36: Wind Resistance 5
</DropDownList>
<VariableType>4 Bytes</VariableType>
<Address>SetAbillity3</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>20</ID>
<Description>"Wind Ring Calc"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[enable]
WindRingTrigger:
dd (int)1
[disable]
WindRingTrigger:
dd (int)0
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>91</ID>
<Description>"WindRingsWithElevation"</Description>
<LastState Value="1.311287403" RealAddress="088F0C45"/>
<Color>0000FF</Color>
<VariableType>Float</VariableType>
<Address>WindRings2</Address>
</CheatEntry>
<CheatEntry>
<ID>92</ID>
<Description>"RealWind"</Description>
<LastState Value="1.476999879" RealAddress="088F0C21"/>
<VariableType>Float</VariableType>
<Address>RealWind</Address>
</CheatEntry>
<CheatEntry>
<ID>93</ID>
<Description>"WindRingsBase"</Description>
<LastState Value="1.280455112" RealAddress="088F0C25"/>
<Color>0000FF</Color>
<VariableType>Float</VariableType>
<Address>WindRings</Address>
</CheatEntry>
<CheatEntry>
<ID>94</ID>
<Description>"GapElevation"</Description>
<LastState Value="1.998272896" RealAddress="088F0C41"/>
<VariableType>Float</VariableType>
<Address>GapElevation</Address>
</CheatEntry>
<CheatEntry>
<ID>95</ID>
<Description>"CurrentElevation"</Description>
<LastState Value="-9.740466118" RealAddress="088F0C39"/>
<VariableType>Float</VariableType>
<Address>CurrentElevation</Address>
</CheatEntry>
<CheatEntry>
<ID>96</ID>
<Description>"AimingElevation"</Description>
<LastState Value="-9.78012085" RealAddress="088F0C3D"/>
<VariableType>Float</VariableType>
<Address>AimingElevation</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
Must have cheat engine installed. Copy code, Paste into Notepad. Save as "filename.ct" filename=what ever you want. Run file and enjoy.