Everything I post is asm, I also had the mem for everything except for anti afk and opk, but I lost them >.<
Addresses:
Code:
#define MEM_STAMINA 0x00C35FFC
#define MEM_GODMODE 0x00C32948//int
#define MEM_SPEED 0x00C1CB68//float
#define MEM_POSX 0x00C1BFD4//float
#define MEM_POSY 0x00C1BFD8//float
#define MEM_POSZ 0x00C1BFDC//float
#define MEM_GRAVITYX 0x00C1BFE4//float
#define MEM_GRAVITYY 0x00C1BFE8//float
#define MEM_GRAVITYZ 0x00C1BFEC//float
#define ADR_STAMINA1 0x00483EF0
#define ADR_STAMINA2 0x00483EF5
#define ADR_ANTIAFK 0x006382AD
#define ADR_OPKX 0x00461970
#define ADR_OPKY 0x0046197A
#define ADR_OPKZ 0x00461980
#define ADR_CODECAVEOPK 0x00702000
#define MEM_OPKCCPOSX 0x00701000// use for the position you want the players to teleport to(x)
#define MEM_OPKCCPOSY 0x00701004// use for the position you want the players to teleport to(y)
#define MEM_OPKCCPOSZ 0x00701008// use for the position you want the players to teleport to(z)
#define ADR_BACK2LOBBY 0x00405C5E
#define ADR_NORELOAD 0x0048C6C7
#define ADR_WEAPONSWITCH 0x00535F9A
#define ADR_GUNMODE1 0x004893F6//primary gun
#define ADR_GUNMODE2 0x0048C0D7//secondary+grenades
#define ADR_QUICKDRAW1 0x00536383
#define ADR_QUICKDRAW2 0x0053661B
#define ADR_NODELAY 0x0049128B
#define MEM_NODELAY 0x00A199E0//0
Stamina:
Code:
if(item.stamina==1)
{
ctool->WriteAsm((void*)ADR_STAMINA1,(LPBYTE)"\x83\x3F\x32",3);
ctool->WriteAsm((void*)ADR_STAMINA2,(LPBYTE)"\xC7\x07\x4B\x00\x00\x00",6);
}
else
{
ctool->WriteAsm((void*)ADR_STAMINA1,(LPBYTE)"\x83\x3F\x01",3);
ctool->WriteAsm((void*)ADR_STAMINA2,(LPBYTE)"\xC7\x07\x01\x00\x00\x00",6);
}
Anti Afk:
Code:
if(item.antiafk==1)
{
ctool->WriteAsm((void*)ADR_ANTIAFK,(LPBYTE)"\x90",1);
}
else
{
ctool->WriteAsm((void*)ADR_ANTIAFK,(LPBYTE)"\xC3",1);
}
No Delay:
Code:
if(item.nodelay==1){
ctool->WriteAsm((void*)ADR_NODELAY,(LPBYTE)"\xC7\x80\x40\x02\x00\x00\x00\x00\x00\x00\x90\x90\x90\x90\x90\x90",16);//mov [eax+00000240],00000000 + nop 6x
}else{
ctool->WriteAsm((void*)ADR_NODELAY,(LPBYTE)"\x74\x05\x8B\x51\x08\xEB\x03\x8B\x51\x04\x89\x90\x40\x02\x00\x00",16);
}
Quick Draw:
Code:
if(item.quickdraw==1){
ctool->WriteAsm((void*)ADR_QUICKDRAW1,(LPBYTE)"\x0F\x8D\x84\x00\x00\x00",6);//zoom in
ctool->WriteAsm((void*)ADR_QUICKDRAW2,(LPBYTE)"\x0F\x8D\x85\x00\x00\x00",6);//zoom out
}else{
ctool->WriteAsm((void*)ADR_QUICKDRAW1,(LPBYTE)"\x0F\x8E\x84\x00\x00\x00",6);
ctool->WriteAsm((void*)ADR_QUICKDRAW2,(LPBYTE)"\x0F\x8E\x85\x00\x00\x00",6);
}
Gun Mode(1 shot, 2shots, 3 shots, automatic):
Code:
if(item.gunmode==1){
if(item.gunmode1==1){ ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\xBA\x01\x00\x00\x00\x90\x90\x90\x90",9);}//1 shot primary weapon
if(item.gunmode1==2){ ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\xBA\x02\x00\x00\x00\x90\x90\x90\x90",9);}//2 shots primary weapon
if(item.gunmode1==2){ ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\xBA\x03\x00\x00\x00\x90\x90\x90\x90",9);}//3 shots primary weapon
if(item.gunmode1==2){ ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\xBA\x04\x00\x00\x00\x90\x90\x90\x90",9);}//automatic primary weapon
if(item.gunmode1==0){ ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\x89\x86\xD4\x22\x00\x00\x8B\x51\x0C",9);}//off primary weapon
if(item.gunmode2==1){ ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\xBA\x01\x00\x00\x00\x90\x90\x90\x90",9);}//1 shot secondary weapon
if(item.gunmode2==2){ ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\xBA\x02\x00\x00\x00\x90\x90\x90\x90",9);}//2 shots secondary weapon
if(item.gunmode2==2){ ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\xBA\x03\x00\x00\x00\x90\x90\x90\x90",9);}//3 shots secondary weapon
if(item.gunmode2==2){ ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\xBA\x04\x00\x00\x00\x90\x90\x90\x90",9);}//automatic secondary weapon
if(item.gunmode2==0){ ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\x8B\x87\xD0\x11\x00\x00\x8B\x48\x0C",9);}//off secondary weapon
}
else
{
ctool->WriteAsm((void*)ADR_GUNMODE1,(LPBYTE)"\x89\x86\xD4\x22\x00\x00\x8B\x51\x0C",9);//off
ctool->WriteAsm((void*)ADR_GUNMODE2,(LPBYTE)"\x8B\x87\xD0\x11\x00\x00\x8B\x48\x0C",9);//off
}
No Reload:
Code:
if(item.noreload==1)
{
ctool->WriteAsm((void*)ADR_NORELOAD,(LPBYTE)"\x90\x90",2);
}
else
{
ctool->WriteAsm((void*)ADR_NORELOAD,(LPBYTE)"\x89\x11",2);
}
Weapon Switch:
Code:
if(item.weapswitch==1)
{
ctool->WriteAsm((void*)ADR_WEAPONSWITCH,(LPBYTE)"\xB8\x64\x00\x00\x00\x90",6);
}
else
{
ctool->WriteAsm((void*)ADR_WEAPONSWITCH,(LPBYTE)"\x8B\x86\x1C\x02\x00\x00",6);
}
Back To Lobby:
Code:
if(item.b2l==1)
{
ctool->WriteAsm((void*)ADR_BACK2LOBBY,(LPBYTE)"\x90\x90",2);
int b2l=0;
}
if(item.b2l==0)
{
ctool->WriteAsm((void*)ADR_BACK2LOBBY,(LPBYTE)"\x75\x09",2);
}
Opk Bytes:
Code:
BYTE OPKJUMPTOCODECAVE [] = {0xE9,0x8B,0x06,0x2A,0x00};//jmp to 702000
BYTE OPKCODECAVECODE [] = {0xA1,0x04,0x10,0x70,0x00,0x81,0xC2,0xD8,0x00,0x00,0x00,0x89,0x02,0x8B,0x0D,0x08,0x10,0x70,0x00,0x89,0x4A,0x04,0xA1,0x00,0x10,0x70,0x00,0xE9,0x63,0xF9,0xD5,0xFF};//opk code
BYTE OPKOFF [] = {0x8B,0x07,0x81,0xC2,0xD8,0x00,0x00,0x00};// off
Opk Source:
Code:
if(item.opk==1){
*(float*)MEM_OPKCCPOSX = (*(float*)MEM_POSX)+100.0f;
*(float*)MEM_OPKCCPOSY = (*(float*)MEM_POSY)-50.0f;
*(float*)MEM_OPKCCPOSZ = (*(float*)MEM_POSZ)-50.0f;
ctool->WriteAsm((void*)ADR_OPKX,OPKJUMPTOCODECAVE,5);
ctool->WriteAsm((void*)ADR_CODECAVEOPK,OPKCODECAVECODE,32);
}
else
{
ctool->WriteAsm((void*)ADR_OPKX,OPKOFF,8);
}
Opk Screen:
Credits:
Me
Cheat Engines
Ollydgb
Ida pro