Some stuffs Maybe Will help You In coding!

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Some stuffs Maybe Will help You In coding!


Hi guys,

Logger:

Code:
//         ________________________________________
//        |                                        |
//        |     Crossfire Address Logger           |
//        |     Made by TheGeek - MPGH             |
//        |               29 - 03 - 2020           |
//        |________________________________________|

//------------- Date of logging: 26/03/2020
//------------------- Crossfire NA[WEST] Version

//.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CSHELL <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<. //
#define WEAPON_MANAGER 0x14E1F64
#define WEAPON_SIZE 0x53D0
#define WEAPON_COUNT 0x1000
#define MODEL_NODE 0x14E1BA4
#define LTCLIENTSHELL 0x1A762E8
#define LTMODEL 0x14E5F40
#define ILTCIENT 0x1A7A298
#define YAW 0x564
#define PITCH 0x56C
#define YAW_ZM 0xDB8
#define PITCH_ZM 0xDC0
#define RELOAD_ANIM_RATIO 0x125C
#define CHANGE_WEAPON_ANIM_RAIO 0x1260
#define REPEAT_FIRE 0xF94
#define PLAYER_SIZE 0xD80
#define PLAYER_START 0x1FC
#define ME_OFFSET 0x204
#define PLAYERCLIENT 0x1A7AC40
#define PLAYERCLEINT_OFFSET 0x78
#define FALLDAMAGE 0x14E1F48
#define FALLDAMAGE_OFFSET 0x4
#define RECOIL_PVP 0x684
#define RECOIL_ZM 0x68C
#define ADDR_GLOW 0xA1A160
#define ADDR_GLOW_THICKNESS 0x71A6C0 // DEFAULT VALUE = 1.8000
#define BUNNY_HOP 0x14E5E18
#define SPAM_CHAT 0x1529FE8
#define SPAM_SPRAY 0x33F54
#define GRAVITY 0xAA8
#define GRAVITY_ZM 0x9C8
#define GAME_UI 0x1E4 
#define GAME_STATUS 0x1745584
#define NANAOPV_SCREEN 0x5E48 // Maybe Wrong
#define MUTANT_OFFSET 0x170
#define MUTANT_SCREEN 0x8FF429 
#define BYPASS_31_1 0x7A2D5A // Maybe Wrong too
#define BYPASS_28_3 0x25BDA5
#define CrossHairRatioPerRealSize 0x3144
#define ShotReactYaw 0x2BC8
#define ShotReactPitch  0x2D9C
#define CameraYawAndPitch 0x3080
#define DetailPerturbShot 0x12D8
#define DetailReactPitchShot  0x1314
#define DetailReactYawShot 0x1350
#define BulletPosOffset 0x2BBC
//.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Crossfire Module <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<. //
#define INTERSECT_SEGMENT                      0x5E4F20
#define ADDR_CROSSFIRE_ENGINE_CLASS            0x117A460 // by snake






Some Classes:
Code:
class CharacterFx //by : Snake
{
public:
	char pad_0000[512]; //0x0000
	int8_t IsDead; //0x0200
	char pad_0201[15]; //0x0201
	int8_t SpawnShield; //0x0210
};

struct CPlayer //by : Snake
{
	char pad_0000[4]; //0x0000
	CObject* Object; //0x0004
	int8_t ClientID; //0x0008
	int8_t Team; //0x0009
	char Name[12]; //0x000A
	char pad_0016[2]; //0x0016
	Character* CharacterFx; //0x0018
	char pad_001C[8]; //0x001C
	int32_t Has_C4; //0x0024
	char pad_002C[24]; //0x0028
	int16_t Health; //0x0040
	int16_t Kills; //0x0042
	char pad_0044[124]; //0x0044

};
Bonus:
Code:
                 ' Anti Smoke '
 "\x83\x7F\x0C\x00\x74\x08\x57", 7); // On
 "\x83\x7F\x0C\x00\x77\x08\x57", 7); // Off
 #define ANTI_SMOKE 0x27E045
Credits : AOE, @RamoXO, @(Virus), @Depressed, [Snake], Me - IDA Pro, Olly, ReClass



I hope you like it

Important notice : This account is Same first account @TheG2ek , I will post with this account till Recover my first account
Here's some added classes:

Code:
typedef enum
{
	CM_None = 0,
	CM_Hardware
} CursorMode;

class LtCursor
{
public:
	virtual DWORD CLTCursor(); //
	virtual void SetCursorMode(CursorMode, BOOL); //
	virtual void GetCursorMode(CursorMode &cMode); //
	virtual void Function3(); //
	virtual void Function4(); //
	virtual void Function5(); //
	virtual void Function6(); //
	virtual void Function7(); //
	virtual void Function8(); //
	virtual void Function9(); //
	virtual void RefreshCursor(); //
};

DWORD dwLtCursor = (DWORD)GetModuleHandle(NULL) + 0xD715D4;
LtCursor * pLtCursor = (LtCursor*)dwLtCursor;

pLtCursor->SetCursorMode(myCursor, false);

pLtCursor->GetCursorMode(cMode);
Start3D MidFunction:

ASM of what we are overwriting:
Code:
00612120       | 83C2 01                             | add edx,1                                                                         |
00612123       | 8B45 FC                             | mov eax,dword ptr ss:[ebp-4]                                                      |
00612126       | 8910                                | mov dword ptr ds:[eax],edx
Code:
__declspec(naked) VOID hkStart3D() {
	__asm pushad

	printf("Start3D hooked");

	__asm popad

	__asm {
		add edx, 1
		mov eax, [ebp - 0x4]
		mov [eax], edx
		jmp [dwStart3DJmp]
	}
}

DWORD dwStart3D = (DWORD)GetModuleHandle(NULL) + 0x212120;
DWORD dwStart3DJmp = dwStart3D + 0x8;

DetourCreate((PBYTE)dwStart3D, (PBYTE)hkStart3D, 8);
Quote Originally Posted by [Snake] View Post
GJ

Code:

#define GAME_UI 0x1E4
#define GAME_STATUS 0x152BA2C
#define MODEL_NODE 0x14E1BA4
//Engine
#define ADDR_CROSSFIRE_ENGINE_CLASS            0x117A460
I got the credit for this guy's work
Lol
Quote Originally Posted by TheGe2k View Post


Hi guys,

Logger:

Code:
//         ________________________________________
//        |                                        |
//        |     Crossfire Address Logger           |
//        |     Made by TheGeek - MPGH             |
//        |               29 - 03 - 2020           |
//        |________________________________________|

//------------- Date of logging: 26/03/2020
//------------------- Crossfire NA[WEST] Version

//.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CSHELL <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<. //
#define WEAPON_MANAGER 0x14E1F64
#define WEAPON_SIZE 0x53D0
#define WEAPON_COUNT 0x1000
#define MODEL_NODE 0x14E1BA4
#define LTCLIENTSHELL 0x1A762E8
#define LTMODEL 0x14E5F40
#define ILTCIENT 0x1A7A298
#define YAW 0x564
#define PITCH 0x56C
#define YAW_ZM 0xDB8
#define PITCH_ZM 0xDC0
#define RELOAD_ANIM_RATIO 0x125C
#define CHANGE_WEAPON_ANIM_RAIO 0x1260
#define REPEAT_FIRE 0xF94
#define PLAYER_SIZE 0xD80
#define PLAYER_START 0x1FC
#define ME_OFFSET 0x204
#define PLAYERCLIENT 0x1A7AC40
#define PLAYERCLEINT_OFFSET 0x78
#define FALLDAMAGE 0x14E1F48
#define FALLDAMAGE_OFFSET 0x4
#define RECOIL_PVP 0x684
#define RECOIL_ZM 0x68C
#define ADDR_GLOW 0xA1A160
#define ADDR_GLOW_THICKNESS 0x71A6C0 // DEFAULT VALUE = 1.8000
#define BUNNY_HOP 0x14E5E18
#define SPAM_CHAT 0x1529FE8
#define SPAM_SPRAY 0x33F54
#define GRAVITY 0xAA8
#define GRAVITY_ZM 0x9C8
#define GAME_UI 0x1E4 
#define GAME_STATUS 0x1745584
#define NANAOPV_SCREEN 0x5E48 // Maybe Wrong
#define MUTANT_OFFSET 0x170
#define MUTANT_SCREEN 0x8FF429 
#define BYPASS_31_1 0x7A2D5A // Maybe Wrong too
#define BYPASS_28_3 0x25BDA5
#define CrossHairRatioPerRealSize 0x3144
#define ShotReactYaw 0x2BC8
#define ShotReactPitch  0x2D9C
#define CameraYawAndPitch 0x3080
#define DetailPerturbShot 0x12D8
#define DetailReactPitchShot  0x1314
#define DetailReactYawShot 0x1350
#define BulletPosOffset 0x2BBC
//.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Crossfire Module <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<. //
#define INTERSECT_SEGMENT                      0x5E4F20
#define ADDR_CROSSFIRE_ENGINE_CLASS            0x117A460 // by snake






Some Classes:
Code:
class CharacterFx //by : Snake
{
public:
	char pad_0000[512]; //0x0000
	int8_t IsDead; //0x0200
	char pad_0201[15]; //0x0201
	int8_t SpawnShield; //0x0210
};

struct CPlayer //by : Snake
{
	char pad_0000[4]; //0x0000
	CObject* Object; //0x0004
	int8_t ClientID; //0x0008
	int8_t Team; //0x0009
	char Name[12]; //0x000A
	char pad_0016[2]; //0x0016
	Character* CharacterFx; //0x0018
	char pad_001C[8]; //0x001C
	int32_t Has_C4; //0x0024
	char pad_002C[24]; //0x0028
	int16_t Health; //0x0040
	int16_t Kills; //0x0042
	char pad_0044[124]; //0x0044

};
Bonus:
Code:
                 ' Anti Smoke '
 "\x83\x7F\x0C\x00\x74\x08\x57", 7); // On
 "\x83\x7F\x0C\x00\x77\x08\x57", 7); // Off
 #define ANTI_SMOKE 0x27E045
Credits : AOE, @RamoXO, @(Virus), @Depressed, [Snake], Me - IDA Pro, Olly, ReClass



I hope you like it

Important notice : This account is Same first account @TheG2ek , I will post with this account till Recover my first account
Now isn't that something?
Btw, was it you that found the glow thickness?
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