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  1. #1
    I2espect's Avatar
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    Thumbs up Misc Class, No Fall Damage

    I like using classes
    I don't have another name for it
    You can use it for no fall damage .
    BTW My English is really bad ,, and i know that !

    [ #Misc Class ]

    [ #Pattern ]
    Code:
    DWORD FPMiscMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00\xD9\x1A", "xx????xx????xx");
    	if(FPMiscMgr!=NULL){
    	MiscMgr = *(DWORD*)(FPMiscMgr + 8);
    	MiscMgr -= CShell;
    	}
    [ #Class ]
    I didn't create that class ,, found it ,, if u know who release it plz tell me to add in credits !!
    Code:
    class cMisc
    {
    public:
    	float DistFallDamageStartFrom; //0x0000
    	float DamagePerMeter; //0x0004
    	DWORD PercentageBuyShotgun; //0x0008
    	DWORD PercentageBuySubMachineGun; //0x000C
    	DWORD PercentageBuyRifle; //0x0010
    	DWORD PercentageBuySniperRifle; //0x0014
    	DWORD PercentageBuyMachineGun; //0x0018
    	float AIReachPosAcceptableDist; //0x001C
    	float AIReachPosAcceptableYDist; //0x0020
    	float AICheckStruckInterval; //0x0024
    	float AICheckStruckDist; //0x0028
    	DWORD CheckEnemyIntervalLower; //0x002C
    	DWORD CheckEnemyIntervalUpper; //0x0030
    	DWORD DecideActionIntervalLower; //0x0034
    	DWORD DecideActionIntervalUpper; //0x0038
    	float PerturbLimitLowerLower; //0x003C
    	float PerturbLimitLowerUpper; //0x0040
    	float PerturbLimitUpperLower; //0x0044
    	float PerturbLimitUpperUpper; //0x0048
    	float PerturbLimitLowerMultiplierNormal; //0x004C
    	float PerturbLimitUpperMultiplierNormal; //0x0050
    	float CheckEnemyIntervalMultiplierNormal; //0x0054
    	float DecideActionIntervalMultiplierNormal; //0x0058
    	float PerturbLimitLowerMultiplierHigher; //0x005C
    	float PerturbLimitUpperMultilpierHigher; //0x0060
    	float CheckEnemyIntervalMultiplierHigh; //0x0064
    	float DecideActionIntervalMultiplierHigh; //0x0068
    	DWORD ReactionTimeLimitOnDamaged; //0x006C
    	float LookAtAddAmountWhenDamagedX; //0x0070
    	float LookAtAddAmountWhenDamagedY; //0x0074
    	float LookAtAddAmountWhenDamagedZ; //0x0078
    	DWORD ReloadTime; //0x007C
    	DWORD TimeChangeRandomShootPointWhenBlinded; //0x0080
    	DWORD AddAmountRandomShootPointWhenBlinedX; //0x0084
    	DWORD AddAmountRandomShootPointWhenBlinedY; //0x0088
    	DWORD AddAmountRandomShootPointWhenBlinedZ; //0x008C
    	DWORD TimeChangeRandomGotoPointWhenBlinded; //0x0090
    	DWORD AddAmountRandomGotoPointWhenBlinedX; //0x0094
    	DWORD AddAmountRandomGotoPointWhenBlinedY; //0x0098
    	DWORD AddAmountRandomGotoPointWhenBlinedZ; //0x009C
    	DWORD PercentageLookOutWhenAttackTargetDisappeared; //0x00A0
    	DWORD PercentageGotoPosWhenAttackTargetDisappeared; //0x00A4
    	DWORD PercentageBuyWeaponWhenAlreadyHasOne; //0x00A8
    	DWORD TimeToResetGunDirRotWhenMoving; //0x00AC
    	DWORD TimeToResetGunDirRotWhenAttacking; //0x00B0
    	DWORD MoveXZSpeedLimitNormal; //0x00B4
    	DWORD MoveXZSpeedLimitLadder; //0x00B8
    	DWORD RepeatJumpTimeLimit; //0x00BC
    	float CheckEnemyInTheBackDotLimit; //0x00C0
    	float CheckEnemyInTheBackDotLimitNormal; //0x00C4
    	float CheckEnemyInTheBackDotLimitHigh; //0x00C8
    	DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //0xCC
    	float VeryCloseDistWhenAttacking; //0x00D0
    	float VeryFarDistWhenAttacking; //0x00D4
    	DWORD PercentageJumpWhenAttack; //0x00D8
    	DWORD PercentageJumpWhenMoving; //0x00DC
    	DWORD AttackShootingSniperVariationTimeLower; //0x00E0
    	DWORD AttackShootingSniperVariationTimeUpper; //0x00E4
    	DWORD AttackShootingOtherVariationTimeLower; //0x00E8
    	DWORD AttackShootingOtherVariationTimeUpper; //0x00EC
    	DWORD AttackAimingSniperVariationTimeLower; //0x00F0
    	DWORD AttackAimingSniperVariationTimeUpper; //0x00F4
    	DWORD AttackAimingOtherVariationTimeLower; //0x00F8
    	DWORD AttackAimingOtherVariationTimeUpper; //0x00FC
    	DWORD AttackAimingOtherVariationTimeLowerVeryClose; //0x0100
    	DWORD AttackAimingOtherVariationTimeUpperVeryClose; //0x0104
    	DWORD PercentageRunningWhenMoving; //0x0108
    	DWORD PercentageRunningBackwardWhenMoving; //0x010C
    	DWORD PercentageWalkingWhenMoving; //0x0110
    	DWORD MaxMoveDurationLower; //0x0114
    	DWORD MaxMoveDurationUpper; //0x0118
    	//Incomplete
    };
    [ #Use ]
    Code:
    DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
    	cMisc* MiscClass = (cMisc*)( pMiscMgr );
    	if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
    // Or
            if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DamagePerMeter = 0.0f; }
    	if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
    [ #Credits ]
    @I2espect
    & Who Created The Class !!

  2. #2
    Astr3Lune's Avatar
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    Quote Originally Posted by I2espect View Post
    I like using classes
    I don't have another name for it
    You can use it for no fall damage .
    BTW My English is really bad ,, and i know that !

    [ #Misc Class ]

    [ #Pattern ]
    Code:
    DWORD FPMiscMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00\xD9\x1A", "xx????xx????xx");
    	if(FPMiscMgr!=NULL){
    	MiscMgr = *(DWORD*)(FPMiscMgr + 8);
    	MiscMgr -= CShell;
    	}
    [ #Class ]
    I didn't create that class ,, found it ,, if u know who release it plz tell me to add in credits !!
    Code:
    class cMisc
    {
    public:
    	float DistFallDamageStartFrom; //0x0000
    	float DamagePerMeter; //0x0004
    	DWORD PercentageBuyShotgun; //0x0008
    	DWORD PercentageBuySubMachineGun; //0x000C
    	DWORD PercentageBuyRifle; //0x0010
    	DWORD PercentageBuySniperRifle; //0x0014
    	DWORD PercentageBuyMachineGun; //0x0018
    	float AIReachPosAcceptableDist; //0x001C
    	float AIReachPosAcceptableYDist; //0x0020
    	float AICheckStruckInterval; //0x0024
    	float AICheckStruckDist; //0x0028
    	DWORD CheckEnemyIntervalLower; //0x002C
    	DWORD CheckEnemyIntervalUpper; //0x0030
    	DWORD DecideActionIntervalLower; //0x0034
    	DWORD DecideActionIntervalUpper; //0x0038
    	float PerturbLimitLowerLower; //0x003C
    	float PerturbLimitLowerUpper; //0x0040
    	float PerturbLimitUpperLower; //0x0044
    	float PerturbLimitUpperUpper; //0x0048
    	float PerturbLimitLowerMultiplierNormal; //0x004C
    	float PerturbLimitUpperMultiplierNormal; //0x0050
    	float CheckEnemyIntervalMultiplierNormal; //0x0054
    	float DecideActionIntervalMultiplierNormal; //0x0058
    	float PerturbLimitLowerMultiplierHigher; //0x005C
    	float PerturbLimitUpperMultilpierHigher; //0x0060
    	float CheckEnemyIntervalMultiplierHigh; //0x0064
    	float DecideActionIntervalMultiplierHigh; //0x0068
    	DWORD ReactionTimeLimitOnDamaged; //0x006C
    	float LookAtAddAmountWhenDamagedX; //0x0070
    	float LookAtAddAmountWhenDamagedY; //0x0074
    	float LookAtAddAmountWhenDamagedZ; //0x0078
    	DWORD ReloadTime; //0x007C
    	DWORD TimeChangeRandomShootPointWhenBlinded; //0x0080
    	DWORD AddAmountRandomShootPointWhenBlinedX; //0x0084
    	DWORD AddAmountRandomShootPointWhenBlinedY; //0x0088
    	DWORD AddAmountRandomShootPointWhenBlinedZ; //0x008C
    	DWORD TimeChangeRandomGotoPointWhenBlinded; //0x0090
    	DWORD AddAmountRandomGotoPointWhenBlinedX; //0x0094
    	DWORD AddAmountRandomGotoPointWhenBlinedY; //0x0098
    	DWORD AddAmountRandomGotoPointWhenBlinedZ; //0x009C
    	DWORD PercentageLookOutWhenAttackTargetDisappeared; //0x00A0
    	DWORD PercentageGotoPosWhenAttackTargetDisappeared; //0x00A4
    	DWORD PercentageBuyWeaponWhenAlreadyHasOne; //0x00A8
    	DWORD TimeToResetGunDirRotWhenMoving; //0x00AC
    	DWORD TimeToResetGunDirRotWhenAttacking; //0x00B0
    	DWORD MoveXZSpeedLimitNormal; //0x00B4
    	DWORD MoveXZSpeedLimitLadder; //0x00B8
    	DWORD RepeatJumpTimeLimit; //0x00BC
    	float CheckEnemyInTheBackDotLimit; //0x00C0
    	float CheckEnemyInTheBackDotLimitNormal; //0x00C4
    	float CheckEnemyInTheBackDotLimitHigh; //0x00C8
    	DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //0xCC
    	float VeryCloseDistWhenAttacking; //0x00D0
    	float VeryFarDistWhenAttacking; //0x00D4
    	DWORD PercentageJumpWhenAttack; //0x00D8
    	DWORD PercentageJumpWhenMoving; //0x00DC
    	DWORD AttackShootingSniperVariationTimeLower; //0x00E0
    	DWORD AttackShootingSniperVariationTimeUpper; //0x00E4
    	DWORD AttackShootingOtherVariationTimeLower; //0x00E8
    	DWORD AttackShootingOtherVariationTimeUpper; //0x00EC
    	DWORD AttackAimingSniperVariationTimeLower; //0x00F0
    	DWORD AttackAimingSniperVariationTimeUpper; //0x00F4
    	DWORD AttackAimingOtherVariationTimeLower; //0x00F8
    	DWORD AttackAimingOtherVariationTimeUpper; //0x00FC
    	DWORD AttackAimingOtherVariationTimeLowerVeryClose; //0x0100
    	DWORD AttackAimingOtherVariationTimeUpperVeryClose; //0x0104
    	DWORD PercentageRunningWhenMoving; //0x0108
    	DWORD PercentageRunningBackwardWhenMoving; //0x010C
    	DWORD PercentageWalkingWhenMoving; //0x0110
    	DWORD MaxMoveDurationLower; //0x0114
    	DWORD MaxMoveDurationUpper; //0x0118
    	//Incomplete
    };
    [ #Use ]
    Code:
    DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
    	cMisc* MiscClass = (cMisc*)( pMiscMgr );
    	if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
    // Or
            if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DamagePerMeter = 0.0f; }
    	if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
    [ #Credits ]
    @I2espect
    & Who Created The Class !!



    good job.
    anyway my source DLL main detect. _beginthreadex
    i can't try your source Fall Damage.

    nice share.
    need help..
    Last edited by Astr3Lune; 01-21-2014 at 12:18 PM.

  3. #3
    kmanev073's Avatar
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    This class is called TestValues... anyway gj...

  4. #4
    I'm not lazy, I just really enjoy doing nothing.
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    _PuRe.LucK*'s Avatar
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    Hey good job!!

    But I don't understand why you add 8.
    Code:
    MiscMgr = *(DWORD*)(FPMiscMgr + 8);
    Here. You are adding 8 to the MiscManager Class. Why?

    Thanks!

  5. #5
    I2espect's Avatar
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    @NIK!
    The pattern will lead u here
    Code:
    10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
    10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]// That's Our Address
    10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
    So if u just do that :
    Code:
    MiscMgr = *(DWORD*)(FPMiscMgr);
    the result will be : [FF15 A844]
    Code:
    10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
    10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]
    10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
    And So On For That :
    Code:
    MiscMgr = *(DWORD*)(FPMiscMgr); //FF15 A844
    MiscMgr = *(DWORD*)(FPMiscMgr + 1);//15 A84455
    MiscMgr = *(DWORD*)(FPMiscMgr + 2);//A8445510
    MiscMgr = *(DWORD*)(FPMiscMgr + 3);//445510 8B
    MiscMgr = *(DWORD*)(FPMiscMgr + 4);//5510 7414
    MiscMgr = *(DWORD*)(FPMiscMgr + 5);//10 8B15 74
    MiscMgr = *(DWORD*)(FPMiscMgr + 6);//8B15 7414
    MiscMgr = *(DWORD*)(FPMiscMgr + 7);//15 74140C 
    MiscMgr = *(DWORD*)(FPMiscMgr + 8);// 74140C11  < Our Address >

  6. #6
    I'm not lazy, I just really enjoy doing nothing.
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    _PuRe.LucK*'s Avatar
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    Quote Originally Posted by I2espect View Post
    @NIK!
    The pattern will lead u here
    Code:
    10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
    10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]// That's Our Address
    10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
    So if u just do that :
    Code:
    MiscMgr = *(DWORD*)(FPMiscMgr);
    the result will be : [FF15 A844]
    Code:
    10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
    10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]
    10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
    And So On For That :
    Code:
    MiscMgr = *(DWORD*)(FPMiscMgr); //FF15 A844
    MiscMgr = *(DWORD*)(FPMiscMgr + 1);//15 A84455
    MiscMgr = *(DWORD*)(FPMiscMgr + 2);//A8445510
    MiscMgr = *(DWORD*)(FPMiscMgr + 3);//445510 8B
    MiscMgr = *(DWORD*)(FPMiscMgr + 4);//5510 7414
    MiscMgr = *(DWORD*)(FPMiscMgr + 5);//10 8B15 74
    MiscMgr = *(DWORD*)(FPMiscMgr + 6);//8B15 7414
    MiscMgr = *(DWORD*)(FPMiscMgr + 7);//15 74140C 
    MiscMgr = *(DWORD*)(FPMiscMgr + 8);// 74140C11  < Our Address >
    Thank you !! ^^

  7. #7
    6ixth's Avatar
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    Very Nice.

  8. #8
    Beatenblood92's Avatar
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    Awesome :P

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