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  1. #1
    veryboreddd's Avatar
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    Some fun with the engine

    Sad to see this section so dead, maybe some others will come back for fun when they aren't busy.

    Code:
    typedef LTObject* HOBJECT;
    typedef LTObject* HLOCALOBJ;
    
    struct LTVector
    {
    	float x, y, z; //0x0, 0x4, 0x8
    };
    
    struct ClientData {
    	float m_fLastUpdatePosTime;
    	LTVector lastPos; 
    	LTVector lastVel; //0x10
    	HLOCALOBJ ltLineSystem; //0x1C
    };
    
    struct LTObject {
    	char pad[0x98];
    	UINT8 m_ColorR; //0x98
    	UINT8 m_ColorG; //0x99
    	UINT8 m_ColorB; //0x9A
    	UINT8 m_ColorA; //0x9B
    	char pad1[0x8]; //0x9C
    	LTVector scale; //0xA4
    	char pad2[0x38];
    	LTVector pos; //0xE8
    	char pad3[0x10]; //F4
    	LTVector vel; //0x104
    	char pad4[0x1C]; //0x110
    	LTVector accel; //0x12C
    	char pad5[0x24];//0x138
    	LTObject *standingOn;//0x15C
    	ClientData clientData;
    };
    
    struct WorldClientBsp {
    	char pad[0x08];
    	void ** worldData;
    	UINT32 numModels;
    };
    
    struct ClientShell {
    	char pad[0x64];
    	UINT16 objId;
    };
    
    struct LTRecord
    {
    	unsigned char   m_nRecordType;
    	void *          m_pRecordData;
    };
    
    struct ClientMgr {
    	char pad[0x0B14];
    	LTRecord * map_data;
    	UINT32 m_ObjectMapSize; //0xB18
    	char pad2[0x38]; //B1C
    	ClientShell * pClientShell;//b54
    };
    
    struct ServerMgr {
    	char pad[0x738];
    	LTRecord * map_data;
    	UINT32 m_ObjectMapSize;
    };
    
    struct Canvas {
    	char pad[0x218];
    	float radius;
    };
    Code:
    DWORD pClientshell = 0x116ABD4;
    DWORD g_pServerMgr = 0x0116BB0C;
    
    ClientMgr * pClientmgr = (ClientMgr*)(*(DWORD*)pClientshell);
    ServerMgr * pServerMgr = (ServerMgr*)(*(DWORD*)g_pServerMgr);




    Loop through client models:
    Code:
    LTObject * mPlayer = (LTObject*)pClientmgr->map_data[pClientmgr->pClientShell->objId].m_pRecordData;
    
    				for (UINT16 id = 0; id < pClientmgr->m_ObjectMapSize; id++) {
    					if (pClientmgr->map_data[id].m_nRecordType) {
    						LTObject * pPlayer = (LTObject*)pClientmgr->map_data[id].m_pRecordData;
    
    						if (pPlayer) {
    							printf("Pos: %.2f %.2f %.2f \n", pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z);
    							pPlayer->m_ColorB = 0x0;
    							pPlayer->m_ColorR = 0x0;
    							pPlayer->m_ColorA = 0xFF;
    							pPlayer->scale.x = f_scale;
    							pPlayer->scale.y = f_scale;
    							pPlayer->scale.z = f_scale;
    
    						}
    					}
    				}
    Loop server models:
    Code:
    for (UINT16 uId = 0; uId < pServerMgr->m_ObjectMapSize; uId++) {
    					if (pServerMgr->map_data->m_nRecordType) {
    						LTObject * pServerObj = (LTObject*)pServerMgr->map_data[uId].m_pRecordData;
    
    						if (pServerObj) {
    							//Do Stuff
    						}
    					}
    				}
    Example setting the players scale:
    https://gyazo.com/02e9a149bb1634f083e00e44f3741e9b

  2. The Following User Says Thank You to veryboreddd For This Useful Post:

    panda9510 (04-03-2020)

  3. #2
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    help

    Dude Can u help me ? i just need
    bypass 28_5
    Last edited by panda9510; 04-03-2020 at 08:19 PM.

  4. #3
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    Code:
    auto pClient = P::get()->g_pLTClientShell->GetPlayerMgr();
    if (pClient != NULL)
    {
    	auto pModel = pClient->GetMoveMgr();
    	if (pModel != NULL)
    	{
    		if (pModel->IsModel())
    		{
    			for (UINT16 uId = 0; uId < pServerMgr->m_ObjectMapSize; uId++)
    			{
    				if (pServerMgr->map_data[uId].m_nRecordType)
    				{
    					//LTObjects* pPlayer = (LTObjects*)pServerMgr->map_data[uId].m_pRecordData;
    
    					//if (pPlayer) {
    					//	printf("Pos: %.2f %.2f %.2f \n", pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z);
    					//	pPlayer->m_ColorR = 0xFF;
    					//	pPlayer->m_ColorG = 0x0;
    					//	pPlayer->m_ColorB = 0x0;
    					//	pPlayer->m_ColorA = 0xFF;
    					//	/*pPlayer->scale.x = f_scale;
    					//	pPlayer->scale.y = f_scale;
    					//	pPlayer->scale.z = f_scale;*/
    					//}
    
    					ModelInstance* pServerObj = (ModelInstance*)pServerMgr->map_data[uId].m_pRecordData;
    
    					if (pServerObj)
    					{
    						if (pServerObj == P::get()->g_pLTClientShell->GetModelInstance(P::get()->g_pLTClientShell->GetLocalPlayerId()))
    							continue;
    
    						auto POS = pServerObj->GetPos();
    						D3DXVECTOR3 ScreenPos = D3DXVECTOR3(0, 0, 0);
    						if (Cheat::Utilities->WTS(POS, &ScreenPos))
    						{
    							if (pServerObj->ObjectType() == 1)
    							{
    								pServerObj->SetPos(pModel->GetPos()); //send error report ??????????
    
    								/*ImVec2 Coord = U::GetCoordinate(Vars.ESP.Weapon.Lines.type);
    								Graphics::Render->Line(Coord.x, Coord.y,
    									ScreenPos.x,
    									ScreenPos.y,
    									Red);*/
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }

  5. #4
    veryboreddd's Avatar
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    Quote Originally Posted by jayjay153 View Post
    Code:
    auto pClient = P::get()->g_pLTClientShell->GetPlayerMgr();
    if (pClient != NULL)
    {
    	auto pModel = pClient->GetMoveMgr();
    	if (pModel != NULL)
    	{
    		if (pModel->IsModel())
    		{
    			for (UINT16 uId = 0; uId < pServerMgr->m_ObjectMapSize; uId++)
    			{
    				if (pServerMgr->map_data[uId].m_nRecordType)
    				{
    					//LTObjects* pPlayer = (LTObjects*)pServerMgr->map_data[uId].m_pRecordData;
    
    					//if (pPlayer) {
    					//	printf("Pos: %.2f %.2f %.2f \n", pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z);
    					//	pPlayer->m_ColorR = 0xFF;
    					//	pPlayer->m_ColorG = 0x0;
    					//	pPlayer->m_ColorB = 0x0;
    					//	pPlayer->m_ColorA = 0xFF;
    					//	/*pPlayer->scale.x = f_scale;
    					//	pPlayer->scale.y = f_scale;
    					//	pPlayer->scale.z = f_scale;*/
    					//}
    
    					ModelInstance* pServerObj = (ModelInstance*)pServerMgr->map_data[uId].m_pRecordData;
    
    					if (pServerObj)
    					{
    						if (pServerObj == P::get()->g_pLTClientShell->GetModelInstance(P::get()->g_pLTClientShell->GetLocalPlayerId()))
    							continue;
    
    						auto POS = pServerObj->GetPos();
    						D3DXVECTOR3 ScreenPos = D3DXVECTOR3(0, 0, 0);
    						if (Cheat::Utilities->WTS(POS, &ScreenPos))
    						{
    							if (pServerObj->ObjectType() == 1)
    							{
    								pServerObj->SetPos(pModel->GetPos()); //send error report ??????????
    
    								/*ImVec2 Coord = U::GetCoordinate(Vars.ESP.Weapon.Lines.type);
    								Graphics::Render->Line(Coord.x, Coord.y,
    									ScreenPos.x,
    									ScreenPos.y,
    									Red);*/
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
    Use the client loop to accomplish this; just visual though.

  6. #5
    jayjay153's Avatar
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    Code:
    this way better i think
    
    class Link : public IBase
    {
    public:
        Link* m_pPrev, *m_pNext;
        void* m_pData;
    };
    
    class List
    {
    public:
        unsigned long m_nElements;
        Link m_Head;
    };
    
    class ObjectMgr : public WorldTreeHelper, public singleton<ObjectMgr>
    {
    public:
        char pad_0000[612]; //0x0264
        List m_ObjectLists[NUM_OBJECTTYPES];
    public:

  7. #6
    TheGe2k's Avatar
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    This section isn't poor, If everyone share him codes .. codes will be detected and everyone can make hack and forum will be "Leechers" section not CrossFire Source coding section.

  8. #7
    veryboreddd's Avatar
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    That's true, and @jayjay153 yeah that works well too. You can also just call findobjclient and findobjserver -








    Code:
    typedef LTObject* (__thiscall * pFindObject)(UINT16 id);

  9. #8
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    Code:
    \x55\x8B\xEC\x51\x89\x4D\xFC\x0F\xB7\x45\x08\x8B\x4D\xFC\x3B\x81\x00\x00\x00\x00\x73\x29\x0F\xB7\x55\x08\x8B\x45\xFC\x8B\x88\x00\x00\x00\x00\x0F\xB6\x14\xD1

  10. #9
    96neko's Avatar
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    since this game is dead ass already i think it's time to post something fun too , just figure out what it does and how you can make it work , @jayjay153 since you have reversed the engine i think you can figure it out fast , if you successfully manage to make it work post a feedback , @veryboreddd maybe interesting too ?
    Code:
    CAutoMessage cMsg;
    cMsg.Writeuint8(MID_PLAYER_CLIENTMSG);//MID
    cMsg.Writeuint8(CP_DAMAGE);//MSG ID
    cMsg.Writeuint8(DT_CRUSH);//DMG TYPE
    cMsg.Writefloat(fDamage);//DMG AMOUNT
    cMsg.Writeuint8(0);//eat da booty
    cMsg.WriteObject(g_pLTClient->GetClientObject());//enemy object
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);



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    jayjay153 (04-05-2020)

  12. #10
    jayjay153's Avatar
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    interesting

  13. #11
    vaisefud3's Avatar
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    Quote Originally Posted by 96neko View Post
    since this game is dead ass already i think it's time to post something fun too , just figure out what it does and how you can make it work , @jayjay153 since you have reversed the engine i think you can figure it out fast , if you successfully manage to make it work post a feedback , @veryboreddd maybe interesting too ?
    Code:
    CAutoMessage cMsg;
    cMsg.Writeuint8(MID_PLAYER_CLIENTMSG);//MID
    cMsg.Writeuint8(CP_DAMAGE);//MSG ID
    cMsg.Writeuint8(DT_CRUSH);//DMG TYPE
    cMsg.Writefloat(fDamage);//DMG AMOUNT
    cMsg.Writeuint8(0);//eat da booty
    cMsg.WriteObject(g_pLTClient->GetClientObject());//enemy object
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);
    Damn xD, I'm almost downloading this game again to try this out

  14. #12
    96neko's Avatar
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    Quote Originally Posted by vaisefud3 View Post
    Damn xD, I'm almost downloading this game again to try this out
    let's see who figure out how to make it work : you , dyon or jayjay who will be first?



  15. #13
    magicbloodxdddd's Avatar
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    n

    nice thats goodss

  16. #14
    jayjay153's Avatar
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    Quote Originally Posted by 96neko View Post
    let's see who figure out how to make it work : you , dyon or jayjay who will be first?
    i tried but nothing's happened

  17. The Following User Says Thank You to jayjay153 For This Useful Post:

    96neko (04-05-2020)

  18. #15
    vaisefud3's Avatar
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    Quote Originally Posted by 96neko View Post
    let's see who figure out how to make it work : you , dyon or jayjay who will be first?
    Aight, challenge taken, gonna download it and update my stuff

  19. The Following User Says Thank You to vaisefud3 For This Useful Post:

    96neko (04-05-2020)

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