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  1. #1
    s0l3x's Avatar
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    ESP doesn't show

    With recent patches my esp became outdated and request an update.

    Code:
    GetMeIdxInPlayerInfoList
    56 8B F1 0F B6 86 ?? ?? ?? ?? 50 E8 ?? ?? ?? ?? 83 C4 04 84 C0 75 04
    Code:
    ___:5DAAAFB0 sub_5DAAAFB0    proc near               ; CODE XREF: sub_5D0B7560+D2p
    ___:5DAAAFB0                                         ; sub_5D0BC3C0+68p ...
    ___:5DAAAFB0                 push    esi
    ___:5DAAAFB1                 mov     esi, ecx
    ___:5DAAAFB3                 movzx   eax, byte ptr [esi+1FCh] // IClientShellStub offset
    ___:5DAAAFBA                 push    eax
    ___:5DAAAFBB                 call    sub_5DB00080
    ___:5DAAAFC0                 add     esp, 4
    ___:5DAAAFC3                 test    al, al
    ___:5DAAAFC5                 jnz     short loc_5DAAAFCB
    ___:5DAAAFC7                 or      al, 0FFh
    ___:5DAAAFC9                 pop     esi
    ___:5DAAAFCA                 retn
    ___:5DAAAFCB ; ---------------------------------------------------------------------------
    ___:5DAAAFCB
    ___:5DAAAFCB loc_5DAAAFCB:                           ; CODE XREF: sub_5DAAAFB0+15j
    ___:5DAAAFCB                 movzx   eax, byte ptr [esi+1FCh]
    ___:5DAAAFD2                 imul    eax, 0D80h // CPlayerInformation class size
    ___:5DAAAFD8                 mov     al, [eax+esi+204h]
    ___:5DAAAFDF                 pop     esi
    ___:5DAAAFE0                 retn
    ___:5DAAAFE0 sub_5DAAAFB0    endp
    Code:
    class CPlayerInformation
    {
    public:
    	HOBJECT Object;
    	char ClientId;
    	char Team;
    	char Name[12];
    char _0x0012[2];
    	int unk;
    	int Slot;
    	int Unknown1;
    	bool C4;
    	int  CallState;
    	int  Rank;
    	int  Unknown2;
    	int  Unknown3;
    	short Health;
    	short Kills;
    	__int32 Deaths;
    char spacer[0xD80 - 0x3C];
    
    	bool IsValid() const
    	{
    		if (Object != nullptr) {
    			return (true);
    		}
    
    		return (false);
    	}
    
    	bool IsAlive() const
    	{
    		if (Health > 0)	{
    			return (true);
    		}
    
    		return (false);
    	}
    };
    
    class IClientShellStub
    {
    public:
    char pad_0x0004[0x1FC-4];
    	CPlayerInformation Clients[16];
    };
    Maybe also trouble with DrawTest, but should not be the case.
    Code:
    void Esp::DrawTest()
    {
    	for (int PlayerId = 0; PlayerId < 16; PlayerId++)
    	{
    		const CPlayerInformation PlayerInfoIterator = Engine::EngineSingleton().GetPlayerInfoById(PlayerId);
    		if (!Engine::EngineSingleton().IsObjectValid(PlayerInfoIterator.Object) || !Engine::EngineSingleton().IsPlayerValid(PlayerInfoIterator)) {
    			continue;
    		}
    		//if (Engine::EngineSingleton().IsPlayerLocal(PlayerInfoIterator)) {
    		//	continue;
    		//}
    
    		LTVector PlayerPosMin3D = Engine::EngineSingleton().GetObjectBoxMins(PlayerInfoIterator.Object);
    		LTVector PlayerPosMin2D;
    		if (!WorldToScreen(Engine::EngineSingleton().GetDirect3DDevice(), PlayerPosMin3D, PlayerPosMin2D)) {
    			continue;
    		}
    
    		ToolkitRenderer::GetToolkitRenderer().Text(PlayerPosMin2D.x, PlayerPosMin2D.y, DT_CENTER, 0xffff0000, PlayerInfoIterator.Name, false);
    	}
    }

  2. #2
    (Virus)'s Avatar
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    Quote Originally Posted by s0l3x View Post
    With recent patches my esp became outdated and request an update.

    Code:
    GetMeIdxInPlayerInfoList
    56 8B F1 0F B6 86 ?? ?? ?? ?? 50 E8 ?? ?? ?? ?? 83 C4 04 84 C0 75 04
    Code:
    ___:5DAAAFB0 sub_5DAAAFB0    proc near               ; CODE XREF: sub_5D0B7560+D2p
    ___:5DAAAFB0                                         ; sub_5D0BC3C0+68p ...
    ___:5DAAAFB0                 push    esi
    ___:5DAAAFB1                 mov     esi, ecx
    ___:5DAAAFB3                 movzx   eax, byte ptr [esi+1FCh] // IClientShellStub offset
    ___:5DAAAFBA                 push    eax
    ___:5DAAAFBB                 call    sub_5DB00080
    ___:5DAAAFC0                 add     esp, 4
    ___:5DAAAFC3                 test    al, al
    ___:5DAAAFC5                 jnz     short loc_5DAAAFCB
    ___:5DAAAFC7                 or      al, 0FFh
    ___:5DAAAFC9                 pop     esi
    ___:5DAAAFCA                 retn
    ___:5DAAAFCB ; ---------------------------------------------------------------------------
    ___:5DAAAFCB
    ___:5DAAAFCB loc_5DAAAFCB:                           ; CODE XREF: sub_5DAAAFB0+15j
    ___:5DAAAFCB                 movzx   eax, byte ptr [esi+1FCh]
    ___:5DAAAFD2                 imul    eax, 0D80h // CPlayerInformation class size
    ___:5DAAAFD8                 mov     al, [eax+esi+204h]
    ___:5DAAAFDF                 pop     esi
    ___:5DAAAFE0                 retn
    ___:5DAAAFE0 sub_5DAAAFB0    endp
    Code:
    class CPlayerInformation
    {
    public:
    	HOBJECT Object;
    	char ClientId;
    	char Team;
    	char Name[12];
    char _0x0012[2];
    	int unk;
    	int Slot;
    	int Unknown1;
    	bool C4;
    	int  CallState;
    	int  Rank;
    	int  Unknown2;
    	int  Unknown3;
    	short Health;
    	short Kills;
    	__int32 Deaths;
    char spacer[0xD80 - 0x3C];
    
    	bool IsValid() const
    	{
    		if (Object != nullptr) {
    			return (true);
    		}
    
    		return (false);
    	}
    
    	bool IsAlive() const
    	{
    		if (Health > 0)	{
    			return (true);
    		}
    
    		return (false);
    	}
    };
    
    class IClientShellStub
    {
    public:
    char pad_0x0004[0x1FC-4];
    	CPlayerInformation Clients[16];
    };
    Maybe also trouble with DrawTest, but should not be the case.
    Code:
    void Esp::DrawTest()
    {
    	for (int PlayerId = 0; PlayerId < 16; PlayerId++)
    	{
    		const CPlayerInformation PlayerInfoIterator = Engine::EngineSingleton().GetPlayerInfoById(PlayerId);
    		if (!Engine::EngineSingleton().IsObjectValid(PlayerInfoIterator.Object) || !Engine::EngineSingleton().IsPlayerValid(PlayerInfoIterator)) {
    			continue;
    		}
    		//if (Engine::EngineSingleton().IsPlayerLocal(PlayerInfoIterator)) {
    		//	continue;
    		//}
    
    		LTVector PlayerPosMin3D = Engine::EngineSingleton().GetObjectBoxMins(PlayerInfoIterator.Object);
    		LTVector PlayerPosMin2D;
    		if (!WorldToScreen(Engine::EngineSingleton().GetDirect3DDevice(), PlayerPosMin3D, PlayerPosMin2D)) {
    			continue;
    		}
    
    		ToolkitRenderer::GetToolkitRenderer().Text(PlayerPosMin2D.x, PlayerPosMin2D.y, DT_CENTER, 0xffff0000, PlayerInfoIterator.Name, false);
    	}
    }
    Player Object is 0x4
    Code:
    struct CPlayer
    {
    	char Spacer00[4];
    	union//0x0004
    	{
    		cObject* Object;
    		__int32* iObject;
    	};
    	int8_t  ClientID;//0x8
    	int8_t  Team;//0x9
    	char Name[12];//0xA
    	char Spacer01[2];//0x16
    	CharFx* CharacterFX;//0x18
    	char _0x001C[8];//0x1C
    	int32_t  Has_C4;//0x24
    	int State;//0x28
    	int Rank;//0x2C
    	int unkstruct2;//0x30
    	int unkstruct3;//0x34
    	char _0x0038[8];//0x38
    	int16_t  Health;//0x40
    	int16_t  Kills;//0x44
    	__int32 Deaths;
    	__int32 HeadShots;
    	__int32 TeamID;
    	__int32 Ping;
    
    };
    [Pubg Private Cheats]

    [Cf Private Cheats]


    [Combat Arms Cheats]
    Await.

  3. #3
    Anger5K's Avatar
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    Update cCharacterFX

    Code:
    class cCharacterFX
    {
    public:
    	//WeaponMgr
    	CWeaponMgr* GetWeapon() //credits: dreek
    	{
    		return *reinterpret_cast<CWeaponMgr**>((uintptr_t)this + 0xEEF8);//Updated
    	}
    And CPlayer

    Code:
    struct CPlayer // by ramoxo
    {
    	char Spacer00[4];
    	//CObject* Object;
    	union//0x0004
    	{
    		cObject* Object;
    		__int32* iObject;
    	};
    	char ClientID;//0x8
    	char Team;//0x9
    	char Name[12];//0xA
    	char Spacer01[2];//0x16
    	cCharacterFX* cCharacterFX;//0x18
    	//int PlayerSlotTeam;
    	//int unkstruct1;
    	char _0x001C[8];//0x1C
    	bool got_C4;//0x24
    	int State;//0x28
    	int Rank;//0x2C
    	int unkstruct2;//0x30
    	int unkstruct3;//0x34
    	char _0x0038[8];//0x38
    	short Health;//0x40
    	short Kills;//0x44
    	__int32 Deaths;
    	__int32 HeadShots;
    	__int32 TeamID;
    	__int32 Ping;
    };
    100%100 Working after add this
    Last edited by Anger5K; 08-23-2020 at 06:11 PM.
    My Own Hack!!!



  4. The Following User Says Thank You to Anger5K For This Useful Post:

    braekerman187 (08-23-2020)

  5. #4
    braekerman187's Avatar
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    Quote Originally Posted by Anger5K View Post
    Update cCharacterFX

    Code:
    class cCharacterFX
    {
    public:
    	//WeaponMgr
    	CWeaponMgr* GetWeapon() //credits: dreek
    	{
    		return *reinterpret_cast<CWeaponMgr**>((uintptr_t)this + 0xEEF8);//Updated
    	}
    And CPlayer

    Code:
    struct CPlayer // by ramoxo
    {
    	char Spacer00[4];
    	//CObject* Object;
    	union//0x0004
    	{
    		cObject* Object;
    		__int32* iObject;
    	};
    	char ClientID;//0x8
    	char Team;//0x9
    	char Name[12];//0xA
    	char Spacer01[2];//0x16
    	cCharacterFX* cCharacterFX;//0x18
    	//int PlayerSlotTeam;
    	//int unkstruct1;
    	char _0x001C[8];//0x1C
    	bool got_C4;//0x24
    	int State;//0x28
    	int Rank;//0x2C
    	int unkstruct2;//0x30
    	int unkstruct3;//0x34
    	char _0x0038[8];//0x38
    	short Health;//0x40
    	short Kills;//0x44
    	__int32 Deaths;
    	__int32 HeadShots;
    	__int32 TeamID;
    	__int32 Ping;
    };
    100%100 Working after add this
    Thanks It's working!

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