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  1. #16
    NOOB's Avatar
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    Quote Originally Posted by Void View Post
    EPP:

    0x37730832;

  2. #17
    iShockYouuu's Avatar
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    You need the Enemy Pointer Class to use any Enemy Pointer!

    correct me if im wrong ?

  3. #18
    DBag4Life69's Avatar
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    Quote Originally Posted by Void View Post
    EPP:

    0x37730832;
    Dude... Add me on MSN. y.owns.you@gmail.com

    ...and not just that, I think you got people mad at you now.

  4. #19
    supascimmy's Avatar
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    Quote Originally Posted by Void View Post
    EPP:

    0x37730832;
    fuck you david. we're banning you from infinity for leaking private information.

  5. #20
    SNal2F's Avatar
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    I noticed there wasnt a sticky thread on the game or much infos or it must be spread out so.... Just some stuffz so you can make yourself some snazzy dazzy esps and bots and shit: feel free to post w/e you want

    from my couple days of reversing game doesnt really intrest me just wanted to see what the fuss is about(I suck lol and there are alot of good players in CA) , I always come back to playing BF2


    Mostly a dump of where to find stuff
    Code:
    005337E1   A1 A4E17F00      MOV EAX,DWORD PTR DS:[7FE1A4]
    005337E6   8B88 F8060000    MOV ECX,DWORD PTR DS:[EAX+6F8]//cshell 
    005337EC   894C24 04        MOV DWORD PTR SS:[ESP+4],ECX
    005337F0  ^E9 8BFFF2FF      JMP Engine.00463780
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    00533800   83C4 08          ADD ESP,8
    00533803   85C0             TEST EAX,EAX
    00533805   75 10            JNZ SHORT Engine.00533817
    00533807   FF15 2C638000    CALL DWORD PTR DS:[80632C]               ; Engine.005872E0//device found here
    0053380D   8B5424 0C        MOV EDX,DWORD PTR SS:[ESP+C]
    00533811   8902             MOV DWORD PTR DS:[EDX],EAX
    00533813   33C0             XOR EAX,EAX
    00533815   5E               POP ESI
    00533816   C3               RETN
    00533817   B8 01000000      MOV EAX,1


    Engine hooks u can draw up in her.

    Code:
    005353B0   833D 04638000 00 CMP DWORD PTR DS:[806304],0
    005353B7   75 36            JNZ SHORT Engine.005353EF
    005353B9   6A 49            PUSH 49
    005353BB   E8 60AAF6FF      CALL Engine.0049FE20
    005353C0   83C4 04          ADD ESP,4
    005353C3   833D E0DB7F00 01 CMP DWORD PTR DS:[7FDBE0],1
    005353CA   7C 1D            JL SHORT Engine.005353E9
    005353CC   A1 4C607D00      MOV EAX,DWORD PTR DS:[7D604C]
    005353D1   68 703D7700      PUSH Engine.00773D70
    005353D6   68 D43D7700      PUSH Engine.00773DD4                     ; ASCII "LT_NOTINITIALIZED"
    005353DB   68 B81A7800      PUSH Engine.00781AB8                     ; ASCII "FlipScreen"
    005353E0   50               PUSH EAX
    005353E1   E8 7AB6F6FF      CALL Engine.004A0A60
    005353E6   83C4 10          ADD ESP,10
    005353E9   B8 49000000      MOV EAX,49
    005353EE   C3               RETN
    ClientInfo
    Code:
    3715F660   53                    PUSH EBX  //tried tracing back this function with no luck but you can see that the call in red is from the same class so i traced that for the this:it is lazy but w/e 
    3715F661   8BD9                  MOV EBX,ECX
    3715F663   56                    PUSH ESI
    3715F664   8D43 08               LEA EAX,DWORD PTR DS:[EBX+8]
    3715F667   57                    PUSH EDI
    3715F668   C700 00000000         MOV DWORD PTR DS:[EAX],0
    3715F66E   50                    PUSH EAX
    3715F66F   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F674   8B88 84000000         MOV ECX,DWORD PTR DS:[EAX+84]
    3715F67A   FFD1                  CALL ECX
    3715F67C   8B7C24 1C             MOV EDI,DWORD PTR SS:[ESP+1C]
    3715F680   83C4 04               ADD ESP,4
    3715F683   6A 00                 PUSH 0
    3715F685   57                    PUSH EDI
    3715F686   8BCB                  MOV ECX,EBX
    3715F688   E8 F3E2FFFF           CALL cshell.3715D980
    3715F68D   E8 7EFDFFFF           CALL cshell.3715F410
    3715F692   8BF0                  MOV ESI,EAX
    3715F694   85F6                  TEST ESI,ESI
    3715F696   75 20                 JNZ SHORT cshell.3715F6B8
    3715F698   8B4C24 10             MOV ECX,DWORD PTR SS:[ESP+10]
    3715F69C   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F6A1   8B10                  MOV EDX,DWORD PTR DS:[EAX]
    3715F6A3   8B52 18               MOV EDX,DWORD PTR DS:[EDX+18]
    3715F6A6   51                    PUSH ECX
    3715F6A7   68 04A46E37           PUSH cshell.376EA404                                    ; ASCII "CCBAClientInfoMgr::AddClient %s End"
    
    
    
    3715E914   8B0D 48CE7E37         MOV ECX,DWORD PTR DS:[377ECE48]                         ; cshell.37805DA0
    3715E91A   6A 00                 PUSH 0
    3715E91C   56                    PUSH ESI
    3715E91D   E8 5EF0FFFF           CALL cshell.3715D980
    didnt fully rebuild but w/e u can add what you want: only worked on this when i was bored last week :/

    Code:
    class PointerTo
    {
    public:
    	char pad[4];
    	PlayerInfo * first;
        __int32 index;
    
    };
    
    
    class PlayerInfo
    {
    public:
    	
        __int32 Unknown0; //0000
    	__int32 index; //0004
    	__int32 Unknown2; //0008
    	__int32 Unknown3; //000C
    	char Name[12]; //0010
    	char unknown5[12];
    	_Object* obj; //0028
    	char unknown7[76];
    	__int8 IsDead; //0078
    	__int8 Unknown9; //0079
    	__int16 Unknown10; //007A
    	char unknown11[488];
    	PlayerInfo* Next; //0264
    };
    
    
    
    class _Object
    {
    public:
    	char Pad[4];
    	D3DXVECTOR3 origin;
    };


    Nothing usefull As i went sealione route .
    Code:
    typedef int (__thiscall *lpAmountAlive)(unsigned long ulThis);
    lpAmountAlive AmountAlive; //0x3715C3A0
    
    
    typedef int (__thiscall *lpTotalPlayers)(unsigned long ulThis);
    lpTotalPlayers TotalPlayers;//0x3715C210

    Proof:



    creds : sealione and zoomgod for inspiration

  6. The Following 2 Users Say Thank You to SNal2F For This Useful Post:

    Mr.Magicman (10-24-2010),Synns (10-19-2010)

  7. #21
    ac1d_buRn's Avatar
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    Quote Originally Posted by SNal2F View Post
    I noticed there wasnt a sticky thread on the game or much infos or it must be spread out so.... Just some stuffz so you can make yourself some snazzy dazzy esps and bots and shit: feel free to post w/e you want

    from my couple days of reversing game doesnt really intrest me just wanted to see what the fuss is about(I suck lol and there are alot of good players in CA) , I always come back to playing BF2


    Mostly a dump of where to find stuff
    Code:
    005337E1   A1 A4E17F00      MOV EAX,DWORD PTR DS:[7FE1A4]
    005337E6   8B88 F8060000    MOV ECX,DWORD PTR DS:[EAX+6F8]//cshell 
    005337EC   894C24 04        MOV DWORD PTR SS:[ESP+4],ECX
    005337F0  ^E9 8BFFF2FF      JMP Engine.00463780
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    00533800   83C4 08          ADD ESP,8
    00533803   85C0             TEST EAX,EAX
    00533805   75 10            JNZ SHORT Engine.00533817
    00533807   FF15 2C638000    CALL DWORD PTR DS:[80632C]               ; Engine.005872E0//device found here
    0053380D   8B5424 0C        MOV EDX,DWORD PTR SS:[ESP+C]
    00533811   8902             MOV DWORD PTR DS:[EDX],EAX
    00533813   33C0             XOR EAX,EAX
    00533815   5E               POP ESI
    00533816   C3               RETN
    00533817   B8 01000000      MOV EAX,1


    Engine hooks u can draw up in her.

    Code:
    005353B0   833D 04638000 00 CMP DWORD PTR DS:[806304],0
    005353B7   75 36            JNZ SHORT Engine.005353EF
    005353B9   6A 49            PUSH 49
    005353BB   E8 60AAF6FF      CALL Engine.0049FE20
    005353C0   83C4 04          ADD ESP,4
    005353C3   833D E0DB7F00 01 CMP DWORD PTR DS:[7FDBE0],1
    005353CA   7C 1D            JL SHORT Engine.005353E9
    005353CC   A1 4C607D00      MOV EAX,DWORD PTR DS:[7D604C]
    005353D1   68 703D7700      PUSH Engine.00773D70
    005353D6   68 D43D7700      PUSH Engine.00773DD4                     ; ASCII "LT_NOTINITIALIZED"
    005353DB   68 B81A7800      PUSH Engine.00781AB8                     ; ASCII "FlipScreen"
    005353E0   50               PUSH EAX
    005353E1   E8 7AB6F6FF      CALL Engine.004A0A60
    005353E6   83C4 10          ADD ESP,10
    005353E9   B8 49000000      MOV EAX,49
    005353EE   C3               RETN
    ClientInfo
    Code:
    3715F660   53                    PUSH EBX  //tried tracing back this function with no luck but you can see that the call in red is from the same class so i traced that for the this:it is lazy but w/e 
    3715F661   8BD9                  MOV EBX,ECX
    3715F663   56                    PUSH ESI
    3715F664   8D43 08               LEA EAX,DWORD PTR DS:[EBX+8]
    3715F667   57                    PUSH EDI
    3715F668   C700 00000000         MOV DWORD PTR DS:[EAX],0
    3715F66E   50                    PUSH EAX
    3715F66F   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F674   8B88 84000000         MOV ECX,DWORD PTR DS:[EAX+84]
    3715F67A   FFD1                  CALL ECX
    3715F67C   8B7C24 1C             MOV EDI,DWORD PTR SS:[ESP+1C]
    3715F680   83C4 04               ADD ESP,4
    3715F683   6A 00                 PUSH 0
    3715F685   57                    PUSH EDI
    3715F686   8BCB                  MOV ECX,EBX
    3715F688   E8 F3E2FFFF           CALL cshell.3715D980
    3715F68D   E8 7EFDFFFF           CALL cshell.3715F410
    3715F692   8BF0                  MOV ESI,EAX
    3715F694   85F6                  TEST ESI,ESI
    3715F696   75 20                 JNZ SHORT cshell.3715F6B8
    3715F698   8B4C24 10             MOV ECX,DWORD PTR SS:[ESP+10]
    3715F69C   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F6A1   8B10                  MOV EDX,DWORD PTR DS:[EAX]
    3715F6A3   8B52 18               MOV EDX,DWORD PTR DS:[EDX+18]
    3715F6A6   51                    PUSH ECX
    3715F6A7   68 04A46E37           PUSH cshell.376EA404                                    ; ASCII "CCBAClientInfoMgr::AddClient %s End"
    
    
    
    3715E914   8B0D 48CE7E37         MOV ECX,DWORD PTR DS:[377ECE48]                         ; cshell.37805DA0
    3715E91A   6A 00                 PUSH 0
    3715E91C   56                    PUSH ESI
    3715E91D   E8 5EF0FFFF           CALL cshell.3715D980
    didnt fully rebuild but w/e u can add what you want: only worked on this when i was bored last week :/

    Code:
    class PointerTo
    {
    public:
    	char pad[4];
    	PlayerInfo * first;
        __int32 index;
    
    };
    
    
    class PlayerInfo
    {
    public:
    	
        __int32 Unknown0; //0000
    	__int32 index; //0004
    	__int32 Unknown2; //0008
    	__int32 Unknown3; //000C
    	char Name[12]; //0010
    	char unknown5[12];
    	_Object* obj; //0028
    	char unknown7[76];
    	__int8 IsDead; //0078
    	__int8 Unknown9; //0079
    	__int16 Unknown10; //007A
    	char unknown11[488];
    	PlayerInfo* Next; //0264
    };
    
    
    
    class _Object
    {
    public:
    	char Pad[4];
    	D3DXVECTOR3 origin;
    };


    Nothing usefull As i went sealione route .
    Code:
    typedef int (__thiscall *lpAmountAlive)(unsigned long ulThis);
    lpAmountAlive AmountAlive; //0x3715C3A0
    
    
    typedef int (__thiscall *lpTotalPlayers)(unsigned long ulThis);
    lpTotalPlayers TotalPlayers;//0x3715C210

    Proof:
    YouTube - esp test(buggy)


    creds : sealione and zoomgod for inspiration
    who are you /
    Nice ESP actially. How come it flickers tho?

  8. #22
    Mr.Magicman's Avatar
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    Quote Originally Posted by SNal2F View Post
    I noticed there wasnt a sticky thread on the game or much infos or it must be spread out so.... Just some stuffz so you can make yourself some snazzy dazzy esps and bots and shit: feel free to post w/e you want

    from my couple days of reversing game doesnt really intrest me just wanted to see what the fuss is about(I suck lol and there are alot of good players in CA) , I always come back to playing BF2


    Mostly a dump of where to find stuff
    Code:
    005337E1   A1 A4E17F00      MOV EAX,DWORD PTR DS:[7FE1A4]
    005337E6   8B88 F8060000    MOV ECX,DWORD PTR DS:[EAX+6F8]//cshell 
    005337EC   894C24 04        MOV DWORD PTR SS:[ESP+4],ECX
    005337F0  ^E9 8BFFF2FF      JMP Engine.00463780
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    005337F5   68 50177800      PUSH Engine.00781750                     ; ASCII "d3ddevice"
    005337FA   56               PUSH ESI
    005337FB   E8 C1C21B00      CALL Engine.006EFAC1
    00533800   83C4 08          ADD ESP,8
    00533803   85C0             TEST EAX,EAX
    00533805   75 10            JNZ SHORT Engine.00533817
    00533807   FF15 2C638000    CALL DWORD PTR DS:[80632C]               ; Engine.005872E0//device found here
    0053380D   8B5424 0C        MOV EDX,DWORD PTR SS:[ESP+C]
    00533811   8902             MOV DWORD PTR DS:[EDX],EAX
    00533813   33C0             XOR EAX,EAX
    00533815   5E               POP ESI
    00533816   C3               RETN
    00533817   B8 01000000      MOV EAX,1


    Engine hooks u can draw up in her.

    Code:
    005353B0   833D 04638000 00 CMP DWORD PTR DS:[806304],0
    005353B7   75 36            JNZ SHORT Engine.005353EF
    005353B9   6A 49            PUSH 49
    005353BB   E8 60AAF6FF      CALL Engine.0049FE20
    005353C0   83C4 04          ADD ESP,4
    005353C3   833D E0DB7F00 01 CMP DWORD PTR DS:[7FDBE0],1
    005353CA   7C 1D            JL SHORT Engine.005353E9
    005353CC   A1 4C607D00      MOV EAX,DWORD PTR DS:[7D604C]
    005353D1   68 703D7700      PUSH Engine.00773D70
    005353D6   68 D43D7700      PUSH Engine.00773DD4                     ; ASCII "LT_NOTINITIALIZED"
    005353DB   68 B81A7800      PUSH Engine.00781AB8                     ; ASCII "FlipScreen"
    005353E0   50               PUSH EAX
    005353E1   E8 7AB6F6FF      CALL Engine.004A0A60
    005353E6   83C4 10          ADD ESP,10
    005353E9   B8 49000000      MOV EAX,49
    005353EE   C3               RETN
    ClientInfo
    Code:
    3715F660   53                    PUSH EBX  //tried tracing back this function with no luck but you can see that the call in red is from the same class so i traced that for the this:it is lazy but w/e 
    3715F661   8BD9                  MOV EBX,ECX
    3715F663   56                    PUSH ESI
    3715F664   8D43 08               LEA EAX,DWORD PTR DS:[EBX+8]
    3715F667   57                    PUSH EDI
    3715F668   C700 00000000         MOV DWORD PTR DS:[EAX],0
    3715F66E   50                    PUSH EAX
    3715F66F   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F674   8B88 84000000         MOV ECX,DWORD PTR DS:[EAX+84]
    3715F67A   FFD1                  CALL ECX
    3715F67C   8B7C24 1C             MOV EDI,DWORD PTR SS:[ESP+1C]
    3715F680   83C4 04               ADD ESP,4
    3715F683   6A 00                 PUSH 0
    3715F685   57                    PUSH EDI
    3715F686   8BCB                  MOV ECX,EBX
    3715F688   E8 F3E2FFFF           CALL cshell.3715D980
    3715F68D   E8 7EFDFFFF           CALL cshell.3715F410
    3715F692   8BF0                  MOV ESI,EAX
    3715F694   85F6                  TEST ESI,ESI
    3715F696   75 20                 JNZ SHORT cshell.3715F6B8
    3715F698   8B4C24 10             MOV ECX,DWORD PTR SS:[ESP+10]
    3715F69C   A1 10D97E37           MOV EAX,DWORD PTR DS:[377ED910]
    3715F6A1   8B10                  MOV EDX,DWORD PTR DS:[EAX]
    3715F6A3   8B52 18               MOV EDX,DWORD PTR DS:[EDX+18]
    3715F6A6   51                    PUSH ECX
    3715F6A7   68 04A46E37           PUSH cshell.376EA404                                    ; ASCII "CCBAClientInfoMgr::AddClient %s End"
    
    
    
    3715E914   8B0D 48CE7E37         MOV ECX,DWORD PTR DS:[377ECE48]                         ; cshell.37805DA0
    3715E91A   6A 00                 PUSH 0
    3715E91C   56                    PUSH ESI
    3715E91D   E8 5EF0FFFF           CALL cshell.3715D980
    didnt fully rebuild but w/e u can add what you want: only worked on this when i was bored last week :/

    Code:
    class PointerTo
    {
    public:
    	char pad[4];
    	PlayerInfo * first;
        __int32 index;
    
    };
    
    u
    class PlayerInfo
    {
    public:
    	
        __int32 Unknown0; //0000
    	__int32 index; //0004
    	__int32 Unknown2; //0008
    	__int32 Unknown3; //000C
    	char Name[12]; //0010
    	char unknown5[12];
    	_Object* obj; //0028
    	char unknown7[76];
    	__int8 IsDead; //0078
    	__int8 Unknown9; //0079
    	__int16 Unknown10; //007A
    	char unknown11[488];
    	PlayerInfo* Next; //0264
    };
    
    
    
    class _Object
    {
    public:
    	char Pad[4];
    	D3DXVECTOR3 origin;
    };


    Nothing usefull As i went sealione route .
    Code:
    typedef int (__thiscall *lpAmountAlive)(unsigned long ulThis);
    lpAmountAlive AmountAlive; //0x3715C3A0
    
    
    typedef int (__thiscall *lpTotalPlayers)(unsigned long ulThis);
    lpTotalPlayers TotalPlayers;//0x3715C210

    Proof:
    YouTube - esp test(buggy)


    creds : sealione and zoomgod for inspiration
    nice straight leech of fatboy from uc forum.

  9. #23
    Synns's Avatar
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    Quote Originally Posted by Mr.Magicman View Post


    nice straight leech of fatboy from uc forum.
    SNal2F is fatboy88 lol.

    xD

  10. The Following User Says Thank You to Synns For This Useful Post:

    SNal2F (10-19-2010)

  11. #24
    Gordon`'s Avatar
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    snal2f, teamoffset is 0x70 in clientinfo
    also try looking for the sfxmgr (for player object, health, armor, etc)


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    SNal2F (10-19-2010)

  13. #25
    flameswor10's Avatar
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    Quote Originally Posted by mmbob View Post
    EPP:
    Code:
    0xDEADBEEF
    I love that shit
    No I do not make game hacks anymore, please stop asking.

  14. #26
    wassup40's Avatar
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    Im pretty sure that's the teleport addy.

  15. #27
    LightzOut's Avatar
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    Quote Originally Posted by wassup40 View Post
    Im pretty sure that's the teleport addy.
    0x3782E360 != 0x37730832

    @OP
    Thanks! That only narrows it down to about a million addresses!

  16. #28
    Mr.Magicman's Avatar
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    0x90000 about that many left in cshell.

  17. #29
    HL-SDK's Avatar
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    A playerinfo linked list, oh my. This game must not have been designed by the brightest of fellows.
    loksmith is a fucking moron

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    SNal2F (10-21-2010)

  19. #30
    freedompeace's Avatar
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    Quote Originally Posted by HL-SDK View Post
    A playerinfo linked list, oh my. This game must not have been designed by the brightest of fellows.
    It was probably the most immediate and easy way of upgrading the Jupiter Engine's 8 player limit on multiplayer games.

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