C# AssaultCube Simple Memory Hacking
AssaultCube Memory Hacking
credits : Steb, Solaire(for the offsets), Fleep (for the memory class)
find your own class ;P ALso use timers if u want for the writing part .
Header:
Code:
public int playerBase = 0x00509B74; public int adminmodeOFF = 0x220; public int norecoilOFF = 0x463786; public int rapidfireOFF = 0x4637E4; public int unliHealthOFF = 0xf8; public int unliArmorOFF = 0xFC; public int fastKnifeOFF = 0x160; public int fastPistolOFF = 0x164; public int grenadetimerOFF = 0x180; public int verticalAngleOFF = 0x44; public int horizontalAngleOFF = 0x40; public int mouseclickOFF = 0x224; public int arifleTimerOFF = 0x178; public int sniperTimerOFF = 0x174; public int machinegunTimerOFF = 0x170; public int shotgunTimerOFF = 0x16C; public int carbineTimerOFF = 0x168; public int pistolTimerOFF = 0x164; public int arifleAmmoOFF = 0x128; public int arifleClipOFF = 0x150; public int pistolAmmoOFF = 0x144; public int pistolClipOFF = 0x13C; public int grenadeAmmoOFF = 0x158; public int machinegunAmmoOFF = 0x120; public int machinegunClipOFF = 0x148; public int sniperAmmoOFF = 0x124; public int sniperClipOFF = 0x14C; public int shotgunAmmoOFF = 0x11C; public int shotgunClipOFF = 0x144; public int carbineAmmoOFF = 0x118; public int carbineClipOFF = 0x140;
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { fastKnifeOFF }, 0);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { fastPistolOFF }, 0);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { arifleTimerOFF }, 1);
Memory.WritePointerInt32(game, playerBase, new int[] { sniperTimerOFF }, 1);
Memory.WritePointerInt32(game, playerBase, new int[] { machinegunTimerOFF }, 1);
Memory.WritePointerInt32(game, playerBase, new int[] { shotgunTimerOFF }, 1);
Memory.WritePointerInt32(game, playerBase, new int[] { carbineTimerOFF }, 1);
Memory.WritePointerInt32(game, playerBase, new int[] { pistolTimerOFF }, 1);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { grenadetimerOFF }, 1);
)Code:
Memory.WritePointerInt32(game, playerBase, new int[] { grenadeAmmoOFF }, 10);
Memory.WritePointerInt32(game, playerBase, new int[] { arifleAmmoOFF }, 20);
Memory.WritePointerInt32(game, playerBase, new int[] { arifleClipOFF }, 40);
Memory.WritePointerInt32(game, playerBase, new int[] { pistolAmmoOFF }, 10);
Memory.WritePointerInt32(game, playerBase, new int[] { pistolClipOFF }, 50);
Memory.WritePointerInt32(game, playerBase, new int[] { machinegunAmmoOFF }, 50);
Memory.WritePointerInt32(game, playerBase, new int[] { machinegunClipOFF }, 200);
Memory.WritePointerInt32(game, playerBase, new int[] { sniperAmmoOFF }, 10);
Memory.WritePointerInt32(game, playerBase, new int[] { sniperClipOFF }, 40);
Memory.WritePointerInt32(game, playerBase, new int[] { shotgunAmmoOFF }, 20);
Memory.WritePointerInt32(game, playerBase, new int[] { shotgunClipOFF }, 40);
Memory.WritePointerInt32(game, playerBase, new int[] { carbineAmmoOFF }, 50);
Memory.WritePointerInt32(game, playerBase, new int[] { carbineClipOFF }, 40);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { unliArmorOFF }, 100);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { unliHealthOFF }, 99999);
Code:
Memory.WritePointerInt32(game, playerBase, new int[] { adminmodeOFF }, 1);
Code:
Memory.WriteNOPs(game, norecoilOFF, 10);
