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  1. #1
    awdacwadc's Avatar
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    CFPH Addresses and Offsets

    Code:
    // == [ CROSSFIRE ]
    DWORD m_CFEngine = 0x12B11C4;
    DWORD m_ObjectMgr = 0x125BB54;
    DWORD m_LTServer = 0x127AEE8;
    DWORD m_ObjectMgrFn = 0x6BECB0;
    DWORD m_LTAnimTrackerFn = 0x76D8E0;
    DWORD m_GlowThickness = 0x7FB7F8;
    DWORD m_LTClientShell = 0x24;
    
    DWORD m_WallHackFix = 0x7F6614; // _cw.ltc -> _cw.ltb
    
    
    // == [ InGameMessageBox ]
    DWORD m_CFMsgBoxFn = CShell + 0x4D16F0;
    DWORD m_CFMsgTextType = 0x78;
    DWORD m_CFMsgType = 0x36;
    DWORD m_CFMsgAdd = 0x20;
    
    
    // == [ BasicPlayerInfo ]
    DWORD m_BasicPlayerInfo = CShell + 0x147C2B0;
    DWORD m_C4DefuseTime = 0x80;
    
    
    // == [ CharacterHitBox ]
    DWORD m_CharacterHitBox = 0x530;
    DWORD m_EnlargeAndSetDimFn = CShell + 0x869E70;
    DWORD m_GetItemFn = CShell + 0x7F920;
    
    
    // == [ DrawTextEngine ]
    DWORD m_LTFontManager = CShell + 0x1A97B80;
    DWORD m_DrawTextFn = CShell + 0xA3F9C0;
    
    // == [ Game Helper ]
    DWORD m_RoomManager = CShell + 0x161BC54;
    DWORD m_GameStatus = CShell + 0x166E80C;
    DWORD m_GameManager = 0x3D298;
    DWORD m_IdleTime = 0x3CD3C; // ICLTClientShell + m_IdleTime
    
    
    // == [ Game UI ]
    DWORD m_GameUI = 0x1EC;
    DWORD m_PVScreen = 0x72C4;
    DWORD m_ForceLeaveMsg = 0x6A38;
    
    DWORD m_MutantDialog = CShell + 0x9699CE;
    DWORD m_Mutants = 0x174;
    
    
    // == [ ModelNode ]
    DWORD m_ModelNode = CShell + 0x161A184;
    DWORD m_ModelNodeFn = CShell + 0x94C30;
    DWORD m_ModelNodeCount = 0x9C3;
    DWORD m_ModelNodeSize = 0x9C;
    
    
    // == [ WeaponMgr ]
    DWORD m_WeaponMgr = CShell + 0x161A590;
    
    DWORD m_WeaponCount = 0x11FF;
    DWORD m_WeaponSize = 0x5D28;
    
    DWORD m_WeaponAttributeFn = CShell + 0xA43C0;
    DWORD m_WallShotDamageFn = CShell + 0xA4780;
    DWORD m_DamageTypeFn = CShell + 0xA45B0;
    DWORD m_WeaponMgrFn = CShell + 0xA47B0;
    
    DWORD m_oKnifeAngle[0] = 0xE7C;
    DWORD m_oKnifeAngle[1] = 0xD9C;
    
    DWORD m_FirstWallShotDamage = 0x2338;
    DWORD m_WallShotDamageRatio = 0x2340;
    
    DWORD m_Range = 0xC30;
    DWORD m_AmmoDamage = 0xC40;
    DWORD m_DamageFactorByDistance = 0xC50;
    
    DWORD m_ReloadAnimRatio = 0x129C;
    DWORD m_ChangeWeaponAnimRatio = 0x12A0;
    DWORD m_LeftClickAttribute = 0xFD4;
    DWORD m_RightClickAttribute = 0xFD8;
    DWORD m_ZoomAttribute = 0xFDC;
    DWORD m_ReloadAttribute = 0xFE0;
    
    DWORD m_KnifeAttackCheck = 0x194;
    
    
    // == [ Assembly ]
    DWORD m_Bypass_18_2 = CShell + 0x2DEC85;
    
    DWORD m_Bypass_01_2[0] = CShell + 0x9FFBB7;
    DWORD m_Bypass_01_2[1] = CShell + 0x39D9AC;
    
    DWORD m_Bypass_20_0[0] = CShell + 0x9FFCBA;
    DWORD m_Bypass_20_0[1] = CShell + 0x39DAAF;
    
    DWORD m_PitchLimit[0] = CShell + 0x3B0D55; // jmp
    DWORD m_PitchLimit[1] = CShell + 0x3B0D6E; // jmp
    DWORD m_PitchLimit[2] = CShell + 0xA0CA16; // jmp
    DWORD m_PitchLimit[3] = CShell + 0xA0CA24; // jmp
    
    DWORD m_ShowNames = CShell + 0x976DE4;
    
    
    // == [ Damage ]
    DWORD m_Damage = CShell + 0x161A574;
    DWORD m_DamagePerMeter = 0x4;
    
    
    // == [ Player ]
    DWORD m_PlayerStart = 0x204;
    DWORD m_PlayerSize = 0xD88;
    DWORD m_PlayerLocal = 0x20C;
    DWORD m_PlayerName = 0x20E;
    DWORD m_PlayerTeam = 0x20D;
    DWORD m_PlayerHealth = 0x244;
    DWORD m_PlayerObject = 0x20C;
    DWORD m_PlayerCharFX = 0x21C;
    DWORD m_PlayerHasC4 = 0x228;
    
    DWORD m_PlayerNameFn = CShell + 0xACE0D0;
    DWORD m_PlayerCharFXFn = CShell + 0xACDCC0;
    DWORD m_PlayerTeamFn = CShell + 0xACC5C1;
    DWORD m_PlayerMutantTeamFn = CShell + 0xACC5C0;
    
    DWORD m_IsJumping = CShell + 0x1AD8B4C; // Bunny Hop
    DWORD m_CameraObject = CShell + 0xACBE70;
    DWORD m_Camera = 0x38;
    
    
    // == [ Item Info ]
    DWORD m_ItemInfo = CShell + 0x1ADD4D8;
    DWORD m_ItemInfoFn = CShell + 0xEC8800;
    DWORD m_ItemCount = 0x13FF;
    DWORD  m_ItemSize = 0x15B0;
    
    
    // == [ Character Type ]
    DWORD m_CharacterType = CShell + 0x147C2D0;
    DWORD m_CharacterTypeFn = CShell + 0x897C0;
    DWORD m_CharacterTypeSize = 0xE78;
    DWORD m_CharacterTypeCount = CShell + 0x147C2CC; // __int32 
    
    
    // == [ AI Zombie ]
    DWORD m_AICharacterNameFn = CShell + 0x82CD40;
    DWORD m_AIMaxCount = 0xC;
    DWORD m_AIMaxHealth = 0x18460;
    DWORD m_AIHealth = 0x18464;
    
    
    // == [ ICPlayerClntBase ]
    DWORD m_oPlayerClntBase = 0x80;
    DWORD m_oPlayerViewMgr = 0x2DC;
    
    DWORD m_GameType = 0x790;
    
    DWORD m_BulletClip = 0x2C4;
    DWORD m_BulletMag = 0x2C8;
    DWORD m_BulletMax = 0x2CC;
    
    DWORD m_ModelObject[0] = 0xDC8;
    DWORD m_ModelObject[1] = 0x570;
    
    DWORD m_WeaponCopy[0] = 0x99C;
    DWORD m_WeaponCopy[1] = 0x8AC;
    
    DWORD m_ScytheType[0] = 0x9D4;
    DWORD m_ScytheType[1] = 0x908;
    
    DWORD m_WeaponState[0] = 0x790;
    DWORD m_WeaponState[1] = 0x6A0;
    
    DWORD m_RifleFireRate[0] = 0x694;
    DWORD m_RifleFireRate[1] = 0x5A4;
    
    DWORD m_RealWeaponState[0] = 0x77C;
    DWORD m_RealWeaponState[1] = 0x68C;
    
    DWORD m_PositionUpdate[0] = 0x958; // Invisible/Spy Mode
    DWORD m_PositionUpdate[1] = 0x868; // Invisible/Spy Mode
    
    DWORD m_WalkSpeed[0] = 0xAB0;
    DWORD m_WalkSpeed[1] = 0x9D0;
    
    DWORD m_CrouchSpeed[0] = 0xAB4;
    DWORD m_CrouchSpeed[1] = 0x9D4;
    
    DWORD m_JumpState[0] = 0x6D4;
    DWORD m_JumpState[1] = 0x5E8;
    
    DWORD m_Dimension[0] = 0xE8C;
    DWORD m_Dimension[1] = 0x62C;
    
    
    DWORD m_SetWeaponStateVT = 0x48;
    DWORD m_SetRifleFireRateVT = 0x1DC;
    DWORD m_SetDimensionVT = 0xBA0;
    DWORD m_SetJumpStateVT = 0x2D0;
    DWORD m_GetClientObjectVT = 0x5C;
    DWORD m_GetPlayerViewMgrVT = 0x84;
    DWORD m_GetCurWeaponIndexVT = 0x128;
    DWORD m_GetRealWeaponStateVT = 0x280;
    
    
    
    // == [ ObjectFX ]
    DWORD m_HumanAIObject = 0xA0;
    DWORD m_MutantObject = 0x11198;
    
    DWORD m_IsDead = 0x200;
    DWORD m_IsImmune = 0x210;
    DWORD m_IsMutant = 0x1118B;
    
    DWORD m_CharacterSocketSize = 0x1DBC;
    DWORD m_CharacterSocketStart = 0x58C;
    DWORD m_CharacterSocketCount = 0x7;
    
    
    // == [ Hooks ]
    DWORD m_WeaponAttack[0] = CShell + 0x9E6CF7;
    DWORD m_WeaponAttack[1] = CShell + 0x37FEBA;
    
    // == [ LTClient ]
    DWORD m_SetObjectOutlineVT = 0x128;
    DWORD m_RunConsoleCommandVT = 0x258;

  2. The Following 4 Users Say Thank You to awdacwadc For This Useful Post:

    freezylord (03-23-2021),kelvinprosv (02-18-2021),vaisefud3 (02-19-2021),VRXX (02-18-2021)

  3. #2
    VRXX's Avatar
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    Quote Originally Posted by awdacwadc View Post
    Code:
    // == [ CROSSFIRE ]
    DWORD m_CFEngine = 0x12B11C4;
    DWORD m_ObjectMgr = 0x125BB54;
    DWORD m_LTServer = 0x127AEE8;
    DWORD m_ObjectMgrFn = 0x6BECB0;
    DWORD m_LTAnimTrackerFn = 0x76D8E0;
    DWORD m_GlowThickness = 0x7FB7F8;
    DWORD m_LTClientShell = 0x24;
    
    DWORD m_WallHackFix = 0x7F6614; // _cw.ltc -> _cw.ltb
    
    
    // == [ InGameMessageBox ]
    DWORD m_CFMsgBoxFn = CShell + 0x4D16F0;
    DWORD m_CFMsgTextType = 0x78;
    DWORD m_CFMsgType = 0x36;
    DWORD m_CFMsgAdd = 0x20;
    
    
    // == [ BasicPlayerInfo ]
    DWORD m_BasicPlayerInfo = CShell + 0x147C2B0;
    DWORD m_C4DefuseTime = 0x80;
    
    
    // == [ CharacterHitBox ]
    DWORD m_CharacterHitBox = 0x530;
    DWORD m_EnlargeAndSetDimFn = CShell + 0x869E70;
    DWORD m_GetItemFn = CShell + 0x7F920;
    
    
    // == [ DrawTextEngine ]
    DWORD m_LTFontManager = CShell + 0x1A97B80;
    DWORD m_DrawTextFn = CShell + 0xA3F9C0;
    
    // == [ Game Helper ]
    DWORD m_RoomManager = CShell + 0x161BC54;
    DWORD m_GameStatus = CShell + 0x166E80C;
    DWORD m_GameManager = 0x3D298;
    DWORD m_IdleTime = 0x3CD3C; // ICLTClientShell + m_IdleTime
    
    
    // == [ Game UI ]
    DWORD m_GameUI = 0x1EC;
    DWORD m_PVScreen = 0x72C4;
    DWORD m_ForceLeaveMsg = 0x6A38;
    
    DWORD m_MutantDialog = CShell + 0x9699CE;
    DWORD m_Mutants = 0x174;
    
    
    // == [ ModelNode ]
    DWORD m_ModelNode = CShell + 0x161A184;
    DWORD m_ModelNodeFn = CShell + 0x94C30;
    DWORD m_ModelNodeCount = 0x9C3;
    DWORD m_ModelNodeSize = 0x9C;
    
    
    // == [ WeaponMgr ]
    DWORD m_WeaponMgr = CShell + 0x161A590;
    
    DWORD m_WeaponCount = 0x11FF;
    DWORD m_WeaponSize = 0x5D28;
    
    DWORD m_WeaponAttributeFn = CShell + 0xA43C0;
    DWORD m_WallShotDamageFn = CShell + 0xA4780;
    DWORD m_DamageTypeFn = CShell + 0xA45B0;
    DWORD m_WeaponMgrFn = CShell + 0xA47B0;
    
    DWORD m_oKnifeAngle[0] = 0xE7C;
    DWORD m_oKnifeAngle[1] = 0xD9C;
    
    DWORD m_FirstWallShotDamage = 0x2338;
    DWORD m_WallShotDamageRatio = 0x2340;
    
    DWORD m_Range = 0xC30;
    DWORD m_AmmoDamage = 0xC40;
    DWORD m_DamageFactorByDistance = 0xC50;
    
    DWORD m_ReloadAnimRatio = 0x129C;
    DWORD m_ChangeWeaponAnimRatio = 0x12A0;
    DWORD m_LeftClickAttribute = 0xFD4;
    DWORD m_RightClickAttribute = 0xFD8;
    DWORD m_ZoomAttribute = 0xFDC;
    DWORD m_ReloadAttribute = 0xFE0;
    
    DWORD m_KnifeAttackCheck = 0x194;
    
    
    // == [ Assembly ]
    DWORD m_Bypass_18_2 = CShell + 0x2DEC85;
    
    DWORD m_Bypass_01_2[0] = CShell + 0x9FFBB7;
    DWORD m_Bypass_01_2[1] = CShell + 0x39D9AC;
    
    DWORD m_Bypass_20_0[0] = CShell + 0x9FFCBA;
    DWORD m_Bypass_20_0[1] = CShell + 0x39DAAF;
    
    DWORD m_PitchLimit[0] = CShell + 0x3B0D55; // jmp
    DWORD m_PitchLimit[1] = CShell + 0x3B0D6E; // jmp
    DWORD m_PitchLimit[2] = CShell + 0xA0CA16; // jmp
    DWORD m_PitchLimit[3] = CShell + 0xA0CA24; // jmp
    
    DWORD m_ShowNames = CShell + 0x976DE4;
    
    
    // == [ Damage ]
    DWORD m_Damage = CShell + 0x161A574;
    DWORD m_DamagePerMeter = 0x4;
    
    
    // == [ Player ]
    DWORD m_PlayerStart = 0x204;
    DWORD m_PlayerSize = 0xD88;
    DWORD m_PlayerLocal = 0x20C;
    DWORD m_PlayerName = 0x20E;
    DWORD m_PlayerTeam = 0x20D;
    DWORD m_PlayerHealth = 0x244;
    DWORD m_PlayerObject = 0x20C;
    DWORD m_PlayerCharFX = 0x21C;
    DWORD m_PlayerHasC4 = 0x228;
    
    DWORD m_PlayerNameFn = CShell + 0xACE0D0;
    DWORD m_PlayerCharFXFn = CShell + 0xACDCC0;
    DWORD m_PlayerTeamFn = CShell + 0xACC5C1;
    DWORD m_PlayerMutantTeamFn = CShell + 0xACC5C0;
    
    DWORD m_IsJumping = CShell + 0x1AD8B4C; // Bunny Hop
    DWORD m_CameraObject = CShell + 0xACBE70;
    DWORD m_Camera = 0x38;
    
    
    // == [ Item Info ]
    DWORD m_ItemInfo = CShell + 0x1ADD4D8;
    DWORD m_ItemInfoFn = CShell + 0xEC8800;
    DWORD m_ItemCount = 0x13FF;
    DWORD  m_ItemSize = 0x15B0;
    
    
    // == [ Character Type ]
    DWORD m_CharacterType = CShell + 0x147C2D0;
    DWORD m_CharacterTypeFn = CShell + 0x897C0;
    DWORD m_CharacterTypeSize = 0xE78;
    DWORD m_CharacterTypeCount = CShell + 0x147C2CC; // __int32 
    
    
    // == [ AI Zombie ]
    DWORD m_AICharacterNameFn = CShell + 0x82CD40;
    DWORD m_AIMaxCount = 0xC;
    DWORD m_AIMaxHealth = 0x18460;
    DWORD m_AIHealth = 0x18464;
    
    
    // == [ ICPlayerClntBase ]
    DWORD m_oPlayerClntBase = 0x80;
    DWORD m_oPlayerViewMgr = 0x2DC;
    
    DWORD m_GameType = 0x790;
    
    DWORD m_BulletClip = 0x2C4;
    DWORD m_BulletMag = 0x2C8;
    DWORD m_BulletMax = 0x2CC;
    
    DWORD m_ModelObject[0] = 0xDC8;
    DWORD m_ModelObject[1] = 0x570;
    
    DWORD m_WeaponCopy[0] = 0x99C;
    DWORD m_WeaponCopy[1] = 0x8AC;
    
    DWORD m_ScytheType[0] = 0x9D4;
    DWORD m_ScytheType[1] = 0x908;
    
    DWORD m_WeaponState[0] = 0x790;
    DWORD m_WeaponState[1] = 0x6A0;
    
    DWORD m_RifleFireRate[0] = 0x694;
    DWORD m_RifleFireRate[1] = 0x5A4;
    
    DWORD m_RealWeaponState[0] = 0x77C;
    DWORD m_RealWeaponState[1] = 0x68C;
    
    DWORD m_PositionUpdate[0] = 0x958; // Invisible/Spy Mode
    DWORD m_PositionUpdate[1] = 0x868; // Invisible/Spy Mode
    
    DWORD m_WalkSpeed[0] = 0xAB0;
    DWORD m_WalkSpeed[1] = 0x9D0;
    
    DWORD m_CrouchSpeed[0] = 0xAB4;
    DWORD m_CrouchSpeed[1] = 0x9D4;
    
    DWORD m_JumpState[0] = 0x6D4;
    DWORD m_JumpState[1] = 0x5E8;
    
    DWORD m_Dimension[0] = 0xE8C;
    DWORD m_Dimension[1] = 0x62C;
    
    
    DWORD m_SetWeaponStateVT = 0x48;
    DWORD m_SetRifleFireRateVT = 0x1DC;
    DWORD m_SetDimensionVT = 0xBA0;
    DWORD m_SetJumpStateVT = 0x2D0;
    DWORD m_GetClientObjectVT = 0x5C;
    DWORD m_GetPlayerViewMgrVT = 0x84;
    DWORD m_GetCurWeaponIndexVT = 0x128;
    DWORD m_GetRealWeaponStateVT = 0x280;
    
    
    
    // == [ ObjectFX ]
    DWORD m_HumanAIObject = 0xA0;
    DWORD m_MutantObject = 0x11198;
    
    DWORD m_IsDead = 0x200;
    DWORD m_IsImmune = 0x210;
    DWORD m_IsMutant = 0x1118B;
    
    DWORD m_CharacterSocketSize = 0x1DBC;
    DWORD m_CharacterSocketStart = 0x58C;
    DWORD m_CharacterSocketCount = 0x7;
    
    
    // == [ Hooks ]
    DWORD m_WeaponAttack[0] = CShell + 0x9E6CF7;
    DWORD m_WeaponAttack[1] = CShell + 0x37FEBA;
    
    // == [ LTClient ]
    DWORD m_SetObjectOutlineVT = 0x128;
    DWORD m_RunConsoleCommandVT = 0x258;
    this and for crossfire x64 ?, can you send me some AOB?

  4. #3
    awdacwadc's Avatar
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    Quote Originally Posted by VRXX View Post
    this and for crossfire x64 ?, can you send me some AOB?
    Actually, you can just search the addresses you want to have then make AOB out of it?

  5. #4
    VRXX's Avatar
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    Quote Originally Posted by awdacwadc View Post
    Actually, you can just search the addresses you want to have then make AOB out of it?

    i'm learning to code in crossfire brasil, the addresses are not the same.

  6. #5
    vaisefud3's Avatar
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    Quote Originally Posted by awdacwadc View Post
    Code:
    // == [ CROSSFIRE ]
    DWORD m_CFEngine = 0x12B11C4;
    DWORD m_ObjectMgr = 0x125BB54;
    DWORD m_LTServer = 0x127AEE8;
    DWORD m_ObjectMgrFn = 0x6BECB0;
    DWORD m_LTAnimTrackerFn = 0x76D8E0;
    DWORD m_GlowThickness = 0x7FB7F8;
    DWORD m_LTClientShell = 0x24;
    
    DWORD m_WallHackFix = 0x7F6614; // _cw.ltc -> _cw.ltb
    
    
    // == [ InGameMessageBox ]
    DWORD m_CFMsgBoxFn = CShell + 0x4D16F0;
    DWORD m_CFMsgTextType = 0x78;
    DWORD m_CFMsgType = 0x36;
    DWORD m_CFMsgAdd = 0x20;
    
    
    // == [ BasicPlayerInfo ]
    DWORD m_BasicPlayerInfo = CShell + 0x147C2B0;
    DWORD m_C4DefuseTime = 0x80;
    
    
    // == [ CharacterHitBox ]
    DWORD m_CharacterHitBox = 0x530;
    DWORD m_EnlargeAndSetDimFn = CShell + 0x869E70;
    DWORD m_GetItemFn = CShell + 0x7F920;
    
    
    // == [ DrawTextEngine ]
    DWORD m_LTFontManager = CShell + 0x1A97B80;
    DWORD m_DrawTextFn = CShell + 0xA3F9C0;
    
    // == [ Game Helper ]
    DWORD m_RoomManager = CShell + 0x161BC54;
    DWORD m_GameStatus = CShell + 0x166E80C;
    DWORD m_GameManager = 0x3D298;
    DWORD m_IdleTime = 0x3CD3C; // ICLTClientShell + m_IdleTime
    
    
    // == [ Game UI ]
    DWORD m_GameUI = 0x1EC;
    DWORD m_PVScreen = 0x72C4;
    DWORD m_ForceLeaveMsg = 0x6A38;
    
    DWORD m_MutantDialog = CShell + 0x9699CE;
    DWORD m_Mutants = 0x174;
    
    
    // == [ ModelNode ]
    DWORD m_ModelNode = CShell + 0x161A184;
    DWORD m_ModelNodeFn = CShell + 0x94C30;
    DWORD m_ModelNodeCount = 0x9C3;
    DWORD m_ModelNodeSize = 0x9C;
    
    
    // == [ WeaponMgr ]
    DWORD m_WeaponMgr = CShell + 0x161A590;
    
    DWORD m_WeaponCount = 0x11FF;
    DWORD m_WeaponSize = 0x5D28;
    
    DWORD m_WeaponAttributeFn = CShell + 0xA43C0;
    DWORD m_WallShotDamageFn = CShell + 0xA4780;
    DWORD m_DamageTypeFn = CShell + 0xA45B0;
    DWORD m_WeaponMgrFn = CShell + 0xA47B0;
    
    DWORD m_oKnifeAngle[0] = 0xE7C;
    DWORD m_oKnifeAngle[1] = 0xD9C;
    
    DWORD m_FirstWallShotDamage = 0x2338;
    DWORD m_WallShotDamageRatio = 0x2340;
    
    DWORD m_Range = 0xC30;
    DWORD m_AmmoDamage = 0xC40;
    DWORD m_DamageFactorByDistance = 0xC50;
    
    DWORD m_ReloadAnimRatio = 0x129C;
    DWORD m_ChangeWeaponAnimRatio = 0x12A0;
    DWORD m_LeftClickAttribute = 0xFD4;
    DWORD m_RightClickAttribute = 0xFD8;
    DWORD m_ZoomAttribute = 0xFDC;
    DWORD m_ReloadAttribute = 0xFE0;
    
    DWORD m_KnifeAttackCheck = 0x194;
    
    
    // == [ Assembly ]
    DWORD m_Bypass_18_2 = CShell + 0x2DEC85;
    
    DWORD m_Bypass_01_2[0] = CShell + 0x9FFBB7;
    DWORD m_Bypass_01_2[1] = CShell + 0x39D9AC;
    
    DWORD m_Bypass_20_0[0] = CShell + 0x9FFCBA;
    DWORD m_Bypass_20_0[1] = CShell + 0x39DAAF;
    
    DWORD m_PitchLimit[0] = CShell + 0x3B0D55; // jmp
    DWORD m_PitchLimit[1] = CShell + 0x3B0D6E; // jmp
    DWORD m_PitchLimit[2] = CShell + 0xA0CA16; // jmp
    DWORD m_PitchLimit[3] = CShell + 0xA0CA24; // jmp
    
    DWORD m_ShowNames = CShell + 0x976DE4;
    
    
    // == [ Damage ]
    DWORD m_Damage = CShell + 0x161A574;
    DWORD m_DamagePerMeter = 0x4;
    
    
    // == [ Player ]
    DWORD m_PlayerStart = 0x204;
    DWORD m_PlayerSize = 0xD88;
    DWORD m_PlayerLocal = 0x20C;
    DWORD m_PlayerName = 0x20E;
    DWORD m_PlayerTeam = 0x20D;
    DWORD m_PlayerHealth = 0x244;
    DWORD m_PlayerObject = 0x20C;
    DWORD m_PlayerCharFX = 0x21C;
    DWORD m_PlayerHasC4 = 0x228;
    
    DWORD m_PlayerNameFn = CShell + 0xACE0D0;
    DWORD m_PlayerCharFXFn = CShell + 0xACDCC0;
    DWORD m_PlayerTeamFn = CShell + 0xACC5C1;
    DWORD m_PlayerMutantTeamFn = CShell + 0xACC5C0;
    
    DWORD m_IsJumping = CShell + 0x1AD8B4C; // Bunny Hop
    DWORD m_CameraObject = CShell + 0xACBE70;
    DWORD m_Camera = 0x38;
    
    
    // == [ Item Info ]
    DWORD m_ItemInfo = CShell + 0x1ADD4D8;
    DWORD m_ItemInfoFn = CShell + 0xEC8800;
    DWORD m_ItemCount = 0x13FF;
    DWORD  m_ItemSize = 0x15B0;
    
    
    // == [ Character Type ]
    DWORD m_CharacterType = CShell + 0x147C2D0;
    DWORD m_CharacterTypeFn = CShell + 0x897C0;
    DWORD m_CharacterTypeSize = 0xE78;
    DWORD m_CharacterTypeCount = CShell + 0x147C2CC; // __int32 
    
    
    // == [ AI Zombie ]
    DWORD m_AICharacterNameFn = CShell + 0x82CD40;
    DWORD m_AIMaxCount = 0xC;
    DWORD m_AIMaxHealth = 0x18460;
    DWORD m_AIHealth = 0x18464;
    
    
    // == [ ICPlayerClntBase ]
    DWORD m_oPlayerClntBase = 0x80;
    DWORD m_oPlayerViewMgr = 0x2DC;
    
    DWORD m_GameType = 0x790;
    
    DWORD m_BulletClip = 0x2C4;
    DWORD m_BulletMag = 0x2C8;
    DWORD m_BulletMax = 0x2CC;
    
    DWORD m_ModelObject[0] = 0xDC8;
    DWORD m_ModelObject[1] = 0x570;
    
    DWORD m_WeaponCopy[0] = 0x99C;
    DWORD m_WeaponCopy[1] = 0x8AC;
    
    DWORD m_ScytheType[0] = 0x9D4;
    DWORD m_ScytheType[1] = 0x908;
    
    DWORD m_WeaponState[0] = 0x790;
    DWORD m_WeaponState[1] = 0x6A0;
    
    DWORD m_RifleFireRate[0] = 0x694;
    DWORD m_RifleFireRate[1] = 0x5A4;
    
    DWORD m_RealWeaponState[0] = 0x77C;
    DWORD m_RealWeaponState[1] = 0x68C;
    
    DWORD m_PositionUpdate[0] = 0x958; // Invisible/Spy Mode
    DWORD m_PositionUpdate[1] = 0x868; // Invisible/Spy Mode
    
    DWORD m_WalkSpeed[0] = 0xAB0;
    DWORD m_WalkSpeed[1] = 0x9D0;
    
    DWORD m_CrouchSpeed[0] = 0xAB4;
    DWORD m_CrouchSpeed[1] = 0x9D4;
    
    DWORD m_JumpState[0] = 0x6D4;
    DWORD m_JumpState[1] = 0x5E8;
    
    DWORD m_Dimension[0] = 0xE8C;
    DWORD m_Dimension[1] = 0x62C;
    
    
    DWORD m_SetWeaponStateVT = 0x48;
    DWORD m_SetRifleFireRateVT = 0x1DC;
    DWORD m_SetDimensionVT = 0xBA0;
    DWORD m_SetJumpStateVT = 0x2D0;
    DWORD m_GetClientObjectVT = 0x5C;
    DWORD m_GetPlayerViewMgrVT = 0x84;
    DWORD m_GetCurWeaponIndexVT = 0x128;
    DWORD m_GetRealWeaponStateVT = 0x280;
    
    
    
    // == [ ObjectFX ]
    DWORD m_HumanAIObject = 0xA0;
    DWORD m_MutantObject = 0x11198;
    
    DWORD m_IsDead = 0x200;
    DWORD m_IsImmune = 0x210;
    DWORD m_IsMutant = 0x1118B;
    
    DWORD m_CharacterSocketSize = 0x1DBC;
    DWORD m_CharacterSocketStart = 0x58C;
    DWORD m_CharacterSocketCount = 0x7;
    
    
    // == [ Hooks ]
    DWORD m_WeaponAttack[0] = CShell + 0x9E6CF7;
    DWORD m_WeaponAttack[1] = CShell + 0x37FEBA;
    
    // == [ LTClient ]
    DWORD m_SetObjectOutlineVT = 0x128;
    DWORD m_RunConsoleCommandVT = 0x258;
    Just a couple stuff worth to mention:
    - Your objectmgr is actually CClientMgr (ObjectMgr is the 1st member).
    - LTFontManager is a name people gave without researching. It's actually an HLTFONT.

    Other than that, good job!

  7. #6
    Tick's's Avatar
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    lookin forward someone upload latest crossfire and cshell dumped @vaisefud3 @MemoryThePast

  8. #7
    vaisefud3's Avatar
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    Quote Originally Posted by Tick's View Post
    lookin forward someone upload latest crossfire and cshell dumped @vaisefud3 @MemoryThePast
    Why? Just dump it lol

  9. #8
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    Quote Originally Posted by Tick's View Post
    lookin forward someone upload latest crossfire and cshell dumped @vaisefud3 @MemoryThePast
    why? you can dump it tho? just make a loadlibrary that built in on x64

  10. #9
    96neko's Avatar
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    Quote Originally Posted by Tick's View Post
    lookin forward someone upload latest crossfire and cshell dumped @vaisefud3 @MemoryThePast
    pay me 1 year salary and ill make sure there's nothing left such as cfwest/br/ph (jk ) @vaisefud3 ngl it's better deal in these rough times since im totally bored and not doing anything lol



  11. #10
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    this is for x64 or x32 ???

  12. #11
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    i played crossfire as a kid this is very useful and also is it available in aob

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