CrossFire NA - Patch 1307 Pointers /Offsets /Addys Log

Posts 16–30 of 30 · Page 2 of 2
Quote Originally Posted by akbargain View Post
does bypass 28_3 needs an offset? All I know is you just have to change JE -> JMP and you're good to go, same as 30_1.
but that method generates 28_4 when you play dm and za. Only works for ffa and td.
you can search for bybass 28_3 to understant what is "0x14"
Quote Originally Posted by vaisefud3 View Post
He thinks it will work if he just unpack crossfire, change the bytes, then pack it again...

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No, it doesn't need a offset, and no, it doesn't generate 28_4 if you do it right. And btw, you need the DC bypass for this.
May I know how to do it right? Please give me some info about it.

Code:
106E8020   . 8B4424 04      MOV EAX,DWORD PTR SS:[ESP+4]
106E8024   . 81EC A0000000  SUB ESP,0A0
106E802A   . 83F8 FF        CMP EAX,-1
106E802D     0F84 F7010000  JE Dump_6_1.106E822A
106E8033     56             PUSH ESI
106E8034     50             PUSH EAX
106E8035     E8 662BD7FF    CALL Dump_6_1.1045ABA0
106E803A     8BF0           MOV ESI,EAX
106E803C     83C4 04        ADD ESP,4
106E803F   . 85F6           TEST ESI,ESI
106E8041     0F84 E2010000  JE Dump_6_1.106E8229      <- I CHANGE IT TO JMP
this works for ffa/td but not for the other game modes. help pls.

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Quote Originally Posted by [K]akashi View Post
you can search for bybass 28_3 to understant what is "0x14"
sir do you have complete bypass for 28_3 and 28_4 for all game modes? please i need your help.
Quote Originally Posted by akbargain View Post
May I know how to do it right? Please give me some info about it.

Code:
106E8020   . 8B4424 04      MOV EAX,DWORD PTR SS:[ESP+4]
106E8024   . 81EC A0000000  SUB ESP,0A0
106E802A   . 83F8 FF        CMP EAX,-1
106E802D     0F84 F7010000  JE Dump_6_1.106E822A
106E8033     56             PUSH ESI
106E8034     50             PUSH EAX
106E8035     E8 662BD7FF    CALL Dump_6_1.1045ABA0
106E803A     8BF0           MOV ESI,EAX
106E803C     83C4 04        ADD ESP,4
106E803F   . 85F6           TEST ESI,ESI
106E8041     0F84 E2010000  JE Dump_6_1.106E8229      <- I CHANGE IT TO JMP
this works for ffa/td but not for the other game modes. help pls.

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sir do you have complete bypass for 28_3 and 28_4 for all game modes? please i need your help.
emiedumalasa's code works. just need the DC bypass.
Quote Originally Posted by vaisefud3 View Post
emiedumalasa's code works. just need the DC bypass.
make it as auto on. i tried also in CFBR no DC & no anything error.
Quote Originally Posted by jayjay153 View Post
make it as auto on. i tried also in CFBR no DC & no anything error.
how to update Struct and get Weapon count ?
Quote Originally Posted by [K]akashi View Post
how to update Struct and get Weapon count ?
ReClass
Quote Originally Posted by akbargain View Post
May I know how to do it right? Please give me some info about it.

Code:
106E8020   . 8B4424 04      MOV EAX,DWORD PTR SS:[ESP+4]
106E8024   . 81EC A0000000  SUB ESP,0A0
106E802A   . 83F8 FF        CMP EAX,-1
106E802D     0F84 F7010000  JE Dump_6_1.106E822A
106E8033     56             PUSH ESI
106E8034     50             PUSH EAX
106E8035     E8 662BD7FF    CALL Dump_6_1.1045ABA0
106E803A     8BF0           MOV ESI,EAX
106E803C     83C4 04        ADD ESP,4
106E803F   . 85F6           TEST ESI,ESI
106E8041     0F84 E2010000  JE Dump_6_1.106E8229      <- I CHANGE IT TO JMP
this works for ffa/td but not for the other game modes. help pls.

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sir do you have complete bypass for 28_3 and 28_4 for all game modes? please i need your help.
our

Code:
void WINAPIV closeFunctionWeapon()
{
	_asm
	{
		RETN
	}
}
Quote Originally Posted by [K]akashi View Post
how to update Struct and get Weapon count ?
I use the size as 0xC3C0 and the number of weapons use logger to get.
Quote Originally Posted by vaisefud3 View Post
I use the size as 0xC3C0 and the number of weapons use logger to get.
How to get
Code:
0xC3C0
because on my cf version, my cf crash when I call the backup thread. my loop is 1600 also the oldweapon.
Quote Originally Posted by akbargain View Post
How to get
Code:
0xC3C0
because on my cf version, my cf crash when I call the backup thread. my loop is 1600 also the oldweapon.
I just use the version that was posted. CFBR works fine.
Quote Originally Posted by vaisefud3 View Post
I just use the version that was posted. CFBR works fine.
May I get the link? The search button doesnt work fine with me, it's kinda complicated and has a lot of yada yada.
Please? Thanks!

UPDATE:

Found it. Thanks bro.
Quote Originally Posted by akbargain View Post
How to get
Code:
0xC3C0
because on my cf version, my cf crash when I call the backup thread. my loop is 1600 also the oldweapon.
class cWeapon
{
public:
char _0x0000[2];
__int16 WeaponClass;
char _0x0004[5];
char WeaponName[64];
float ReloadAnimRation;
float ChangeWeaponAnimRation;
// ...
}; // 0x40C = offset weaponsize = backup values NoReload and NoChange
106E8041 - 106E802D = 14 !
Quote Originally Posted by [K]akashi View Post
106E8041 - 106E802D = 14 !
yeah but... I mean, we can get to 106E8041 directly. Why do we have to use 106E802D then add + 0x14? I'm confused. Isn't it just the same?
Quote Originally Posted by [K]akashi View Post
HI GUYS
HERE
CROSSFIRE NORTH AMERICA
( ADDY / OFFSETS / POINTERS )
LOG PATCH 1307

Code:
////////////////////////////////////////////////////
#define WallArray		0x119EF98
//////////////////////////////////////////////////////
#define ModelNode			0x17B93D4
#define ModelNodeType		0x54
#define	ModelRadius			0x38
////////////////////////////////////////////////////
#define BasicPlayerInfo			0x161E2D0
#define MovementWalkRate		0x8
#define	MovementFriction		0x28
#define MovementDuckWalkRate 	0xC
#define C4PlantTime 0x7C
#define C4DefuseTime 0x80
////////////////////////////////////////////////////
#define	NORELOAD		0xD96BC4            
#define	NOCHGDELAY		0xD96BA4
#define	FIRESTRING		0xDB020C
//////////////////////////////////////////////////////
#define DamageZone		0xDC6C4C 
#define DamagePerSec		0xDC6C3C
#define VisibleZoneIndex	0xDC6B94
#define Eatman			0xDC6BD8
#define EatmanName		0xDC6BCC
#define versioncode		0xDC6C64
#define Zoneman			0xDC6BE0
#define ZonemanName		0xDC6BB4
#define FallDamage		0x17B9488
#define	FallDamageOffset	0x4
////////////////////////////////////////////////////
#define dw_PLAYERCLIENTBASE		0x11C358C
#define dw_pLTClientShell		0x11C358C
#define dw_pCLTPlayerClient		0x11EE328
#define dw_PLAYERCLIENTBASEOFFSET 	0x70
#define CLTPlayerClientOffset		0x70
#define FlyHackGravity1			0xA24
#define FlyHackGravity2			0x92C
#define LessRecoil			0x5F0
#define LessRecoil2			0x500
#define NoSpread1 			0x5D0
#define NoSpreadSupport2 		0x4E0
////////////////////////////////////////////////////
#define BYBASS2803ADDR			0x70D9FD
#define BYBASS2803			0x14
#define BYBASS3101ADDR			0x70F25F
#define WeaponMgr			0x17B94A8
////////////////////////////////////////////////////

Did you make a dumper and if so can i buy it?
Posts 16–30 of 30 · Page 2 of 2

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