Godmode w/ no client error

Posts 1–11 of 11 · Page 1 of 1
Undetected Godmode [NO CLIENT ERROR]
Notes:
-You wont be able to use this if you're a leecher
-You need to update it yourself
-You are NOT invincible when standing still (only when walking, running, jumping, or sometimes for a brief moment when shot).

Credits:
-Biesi
-Programmerr47
-TheDemons
-Me

Code:
__forceinline void OverwriteString(DWORD BaseAddress, DWORD StringAddress, const char* ReplacementData) {
	size_t StringLength = /*Snipped*/;
	char* StringLocation = reinterpret_cast<char*>(BaseAddress + StringAddress);
	memcpy(reinterpret_cast<void*>(StringLocation), reinterpret_cast<const void*>(ReplacementData), StringLength);
	memcpy(reinterpret_cast<void*>(StringLocation + StringLength), reinterpret_cast<const void*>(/*Snipped*/), 1);
};

__forceinline void StartGodmodeRoutine() { /*Hint: call this in a new thread*/
	do {
		Sleep(250);
	} while (/*Snipped*/);
	DWORD CShellBase = /*Snipped*/;
	int* GameStatus = /*Snipped*/;
	while (true) {
		if (*GameStatus == 11) {
			OverwriteString(CShellBase, aMRun, "\x0");
			OverwriteString(CShellBase, aMRunR, "\x0");
			OverwriteString(CShellBase, aMRunL, "\x0");
			OverwriteString(CShellBase, aMRunB, "\x0");
			OverwriteString(CShellBase, aMWalk, "\x0");
			OverwriteString(CShellBase, aMWalkR, "\x0");
			OverwriteString(CShellBase, aMWalkL, "\x0");
			OverwriteString(CShellBase, aMWalkB, "\x0");
			OverwriteString(CShellBase, aMCWalk, "\x0");
			OverwriteString(CShellBase, aMCWalkR, "\x0");
			OverwriteString(CShellBase, aMCWalkL, "\x0");
			OverwriteString(CShellBase, aMCWalkB, "\x0");
			OverwriteString(CShellBase, aMJump, "\x0");
			OverwriteString(CShellBase, aMHitOne, "\x0");
			OverwriteString(CShellBase, aMHitTwo, "\x0");
		}
		else {
			OverwriteString(CShellBase, aMRun, "M-run");
			OverwriteString(CShellBase, aMRunR, "M-run-Rside");
			OverwriteString(CShellBase, aMRunL, "M-run-Lside");
			OverwriteString(CShellBase, aMRunB, "M-run-Bside");
			OverwriteString(CShellBase, aMWalk, "M-walk");
			OverwriteString(CShellBase, aMWalkR, "M-walk-Rside");
			OverwriteString(CShellBase, aMWalkL, "M-walk-Lside");
			OverwriteString(CShellBase, aMWalkB, "M-walk-Bside");
			OverwriteString(CShellBase, aMCWalk, "M-c-walk");
			OverwriteString(CShellBase, aMCWalkR, "M-c-walk-Rside");
			OverwriteString(CShellBase, aMCWalkL, "M-c-walk-Lside");
			OverwriteString(CShellBase, aMCWalkB, "M-c-walk-Bside");
			OverwriteString(CShellBase, aMJump, "M-jump");
			OverwriteString(CShellBase, aMHitOne, "M-hit01");
			OverwriteString(CShellBase, aMHitTwo, "M-hit02");
		};
		Sleep(100);
	};
};
P.S. as a hint: it's possible to remove the loading animation that prevents you from firing the gatling gun, etc early (and shotgun/sniper bolt animations, etc) if you combine OverwriteString with Programmerr47's method of no reload/no change delay

Press thanks if I helped
Quote Originally Posted by Goocolax View Post
Notes:
-You wont be able to use this if you're a leecher
-You need to update it yourself
-You are NOT invincible when standing still (only when walking, running, jumping, or sometimes for a brief moment when shot).

Credits:
-Biesi
-Programmerr47
-TheDemons
-Me

Code:
__forceinline void OverwriteString(DWORD BaseAddress, DWORD StringAddress, const char* ReplacementData) {
	size_t StringLength = /*Snipped*/;
	char* StringLocation = reinterpret_cast<char*>(BaseAddress + StringAddress);
	memcpy(reinterpret_cast<void*>(StringLocation), reinterpret_cast<const void*>(ReplacementData), StringLength);
	memcpy(reinterpret_cast<void*>(StringLocation + StringLength), reinterpret_cast<const void*>(/*Snipped*/), 1);
};

__forceinline void StartGodmodeRoutine() { /*Hint: call this in a new thread*/
	do {
		Sleep(250);
	} while (/*Snipped*/);
	DWORD CShellBase = /*Snipped*/;
	int* GameStatus = /*Snipped*/;
	while (true) {
		if (*GameStatus == 11) {
			OverwriteString(CShellBase, aMRun, "\x0");
			OverwriteString(CShellBase, aMRunR, "\x0");
			OverwriteString(CShellBase, aMRunL, "\x0");
			OverwriteString(CShellBase, aMRunB, "\x0");
			OverwriteString(CShellBase, aMWalk, "\x0");
			OverwriteString(CShellBase, aMWalkR, "\x0");
			OverwriteString(CShellBase, aMWalkL, "\x0");
			OverwriteString(CShellBase, aMWalkB, "\x0");
			OverwriteString(CShellBase, aMCWalk, "\x0");
			OverwriteString(CShellBase, aMCWalkR, "\x0");
			OverwriteString(CShellBase, aMCWalkL, "\x0");
			OverwriteString(CShellBase, aMCWalkB, "\x0");
			OverwriteString(CShellBase, aMJump, "\x0");
			OverwriteString(CShellBase, aMHitOne, "\x0");
			OverwriteString(CShellBase, aMHitTwo, "\x0");
		}
		else {
			OverwriteString(CShellBase, aMRun, "M-run");
			OverwriteString(CShellBase, aMRunR, "M-run-Rside");
			OverwriteString(CShellBase, aMRunL, "M-run-Lside");
			OverwriteString(CShellBase, aMRunB, "M-run-Bside");
			OverwriteString(CShellBase, aMWalk, "M-walk");
			OverwriteString(CShellBase, aMWalkR, "M-walk-Rside");
			OverwriteString(CShellBase, aMWalkL, "M-walk-Lside");
			OverwriteString(CShellBase, aMWalkB, "M-walk-Bside");
			OverwriteString(CShellBase, aMCWalk, "M-c-walk");
			OverwriteString(CShellBase, aMCWalkR, "M-c-walk-Rside");
			OverwriteString(CShellBase, aMCWalkL, "M-c-walk-Lside");
			OverwriteString(CShellBase, aMCWalkB, "M-c-walk-Bside");
			OverwriteString(CShellBase, aMJump, "M-jump");
			OverwriteString(CShellBase, aMHitOne, "M-hit01");
			OverwriteString(CShellBase, aMHitTwo, "M-hit02");
		};
		Sleep(100);
	};
};
P.S. as a hint: it's possible to remove the loading animation that prevents you from firing the gatling gun, etc early (and shotgun/sniper bolt animations, etc) if you combine OverwriteString with Programmerr47's method of no reload/no change delay

Press thanks if I helped
Not wanting to be a pleasure killer but this wont actually remove the 19_0/19_1
At least not it CFBR
Quote Originally Posted by vaisefud3 View Post
Not wanting to be a pleasure killer but this wont actually remove the 19_0/19_1
At least not it CFBR
In CFNA I'm using this with almost no client errors. I'm only getting like one error out of five games, tops.
It seems replacing the idle animations is the issue, at least for our CF version.

Not saying it's perfect, but it does work 90% of the time with no issues/problems.

Also, feeling nice, so I guess enjoy skids.. lol. Still gotta fix a few lines of code I snipped It's easy, google is your friend.

Code:
#define aIntersectSegment 0x683F70
#define aGameStatus 0x14703BC
#define aLTClientShell 0x13FF7DC
#define aLTModel 0x13FAAEC
#define oMyPlayer 0x204
#define oPlayerSize 0xD78
#define oPlayerStart 0x1F8

#define aMRun 0xEAD2BC
#define aMRunR 0xEAD360
#define aMRunL 0xEAD354
#define aMRunB 0xEAD28C
#define aMWalk 0xEAD2B4
#define aMWalkR 0xEAD344
#define aMWalkL 0xEAD334
#define aMWalkB 0xEAD27C
#define aMCWalk 0xEAD2A8
#define aMCWalkR 0xEAD324
#define aMCWalkL 0xEAD314
#define aMCWalkB 0xEAD26C
#define aMJump 0xEAD254
#define aMHitOne 0xEBB4C8
#define aMHitTwo 0xEBB4D0
Quote Originally Posted by Goocolax View Post
In CFNA I'm using this with almost no client errors. I'm only getting like one error out of five games, tops.
It seems replacing the idle animations is the issue, at least for our CF version.

Not saying it's perfect, but it does work 90% of the time with no issues/problems.

Also, feeling nice, so I guess enjoy skids.. lol. Still gotta fix a few lines of code I snipped It's easy, google is your friend.

Code:
#define aIntersectSegment 0x683F70
#define aGameStatus 0x14703BC
#define aLTClientShell 0x13FF7DC
#define aLTModel 0x13FAAEC
#define oMyPlayer 0x204
#define oPlayerSize 0xD78
#define oPlayerStart 0x1F8

#define aMRun 0xEAD2BC
#define aMRunR 0xEAD360
#define aMRunL 0xEAD354
#define aMRunB 0xEAD28C
#define aMWalk 0xEAD2B4
#define aMWalkR 0xEAD344
#define aMWalkL 0xEAD334
#define aMWalkB 0xEAD27C
#define aMCWalk 0xEAD2A8
#define aMCWalkR 0xEAD324
#define aMCWalkL 0xEAD314
#define aMCWalkB 0xEAD26C
#define aMJump 0xEAD254
#define aMHitOne 0xEBB4C8
#define aMHitTwo 0xEBB4D0
would you give me their aob codes
Quote Originally Posted by nnl1212 View Post
would you give me their aob codes
most of this is just strings
search "m-run" in ollydbg and most of these will pop up
the other patterns can be gotten from mpgh
I believe @mamo007 released most of them
Quote Originally Posted by Goocolax View Post
In CFNA I'm using this with almost no client errors. I'm only getting like one error out of five games, tops.
It seems replacing the idle animations is the issue, at least for our CF version.

Not saying it's perfect, but it does work 90% of the time with no issues/problems.

Also, feeling nice, so I guess enjoy skids.. lol. Still gotta fix a few lines of code I snipped It's easy, google is your friend.

Code:
#define aIntersectSegment 0x683F70
#define aGameStatus 0x14703BC
#define aLTClientShell 0x13FF7DC
#define aLTModel 0x13FAAEC
#define oMyPlayer 0x204
#define oPlayerSize 0xD78
#define oPlayerStart 0x1F8

#define aMRun 0xEAD2BC
#define aMRunR 0xEAD360
#define aMRunL 0xEAD354
#define aMRunB 0xEAD28C
#define aMWalk 0xEAD2B4
#define aMWalkR 0xEAD344
#define aMWalkL 0xEAD334
#define aMWalkB 0xEAD27C
#define aMCWalk 0xEAD2A8
#define aMCWalkR 0xEAD324
#define aMCWalkL 0xEAD314
#define aMCWalkB 0xEAD26C
#define aMJump 0xEAD254
#define aMHitOne 0xEBB4C8
#define aMHitTwo 0xEBB4D0
Haha I like this challenge. Even though for many its just changing a few things, with a complete newbie like me I'm trying to comprehend everything before I even go to trying to find the snipped code. Let's see how long this takes.
better to use virtual function SetCurAnim in LTModel

Code:
 
/*!
\param hModel     Model instance handle.
\param TrackerID  Animation tracker identifier.
\param hAnim    Animation Handle
\return \b LT_INVALIDPARAMS on invalid TrackerID, \b LT_INVALIDVERSION if \em not using SMP networking, otherwise \b LT_OK.
Set the current animation for the tracker.
Used for: Models and Animation.
*/
	virtual LTRESULT SetCurAnim(HOBJECT hModel, ANIMTRACKERID TrackerID, HMODELANIM hAnim);
Quote Originally Posted by jayjay153 View Post
better to use virtual function SetCurAnim in LTModel

Code:
 
/*!
\param hModel     Model instance handle.
\param TrackerID  Animation tracker identifier.
\param hAnim    Animation Handle
\return \b LT_INVALIDPARAMS on invalid TrackerID, \b LT_INVALIDVERSION if \em not using SMP networking, otherwise \b LT_OK.
Set the current animation for the tracker.
Used for: Models and Animation.
*/
	virtual LTRESULT SetCurAnim(HOBJECT hModel, ANIMTRACKERID TrackerID, HMODELANIM hAnim);
not necessarily better, but another method, yes
Quote Originally Posted by zyphyrs View Post
up for this
Report sent for spamming
Quote Originally Posted by vaisefud3 View Post
Report sent for spamming
LOL NICE ONE
#define aMRun 0xED3B8C //M-run
#define aMRunR 0xED3C30 //M-run-Rside
#define aMRunL 0xED3C24 //M-run-Lside
#define aMRunB 0xED3B5C //M-run-Bside
#define aMWalk 0xED3B84 //M-walk
#define aMWalkR 0xED3C14 //M-walk-Rside
#define aMWalkL 0xED3C04 //M-walk-lside
#define aMWalkB 0xED3B4C //M-walk-Bside
#define aMCWalk 0xED3B78 //M-c-walk
#define aMCWalkR 0xED3BF4 //M-c-walk-Rside
#define aMCWalkL 0xED3BE4 //M-c-walk-Lside
#define aMCWalkB 0xED3B3C //M-c-walk-Bside
#define aMJump 0xED3B24 //M-jump
#define aMHitOne 0xEE1D98 //M-hit01
#define aMHitTwo 0xEE1DA0 //M-hit02

void OverwriteString(DWORD BaseAddress, DWORD StringAddress, const char* ReplacementData)
{
size_t StringLength = 200;
char* StringLocation = reinterpret_cast<char*>(BaseAddress + StringAddress);
memcpy(reinterpret_cast<void*>(StringLocation), reinterpret_cast<const void*>(ReplacementData), StringLength);
memcpy(reinterpret_cast<void*>(StringLocation + StringLength), reinterpret_cast<const void*>(200), 1);

}int* GameStatus = reinterpret_cast<int*>(CShell + aGameStatus);
if (*GameStatus == 11) {
OverwriteString(CShell, aMRun, "\x0");
OverwriteString(CShell, aMRunR, "\x0");
OverwriteString(CShell, aMRunL, "\x0");
OverwriteString(CShell, aMRunB, "\x0");
OverwriteString(CShell, aMWalk, "\x0");
OverwriteString(CShell, aMWalkR, "\x0");
OverwriteString(CShell, aMWalkL, "\x0");
OverwriteString(CShell, aMWalkB, "\x0");
OverwriteString(CShell, aMCWalk, "\x0");
OverwriteString(CShell, aMCWalkR, "\x0");
OverwriteString(CShell, aMCWalkL, "\x0");
OverwriteString(CShell, aMCWalkB, "\x0");
OverwriteString(CShell, aMJump, "\x0");
OverwriteString(CShell, aMHitOne, "\x0");
OverwriteString(CShell, aMHitTwo, "\x0");
}
else {
/*OverwriteString(CShell, aMRun, "M-run");
OverwriteString(CShell, aMRunR, "M-run-Rside");
OverwriteString(CShell, aMRunL, "M-run-Lside");
OverwriteString(CShell, aMRunB, "M-run-Bside");
OverwriteString(CShell, aMWalk, "M-walk");
OverwriteString(CShell, aMWalkR, "M-walk-Rside");
OverwriteString(CShell, aMWalkL, "M-walk-Lside");
OverwriteString(CShell, aMWalkB, "M-walk-Bside");
OverwriteString(CShell, aMCWalk, "M-c-walk");
OverwriteString(CShell, aMCWalkR, "M-c-walk-Rside");
OverwriteString(CShell, aMCWalkL, "M-c-walk-Lside");
OverwriteString(CShell, aMCWalkB, "M-c-walk-Bside");
OverwriteString(CShell, aMJump, "M-jump");
OverwriteString(CShell, aMHitOne, "M-hit01");
OverwriteString(CShell, aMHitTwo, "M-hit02");
};
Sleep(100);

//do I get a report show where I made a mistake
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