LightbulbdBased...can you make something with this code

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dBased...can you make something with this code
Subagames MAT Detection Bypass
Code:
//Subagames
D3D9Drv + 0x12764 => JMP (EB) //DIP Detection 1
D3D9Drv + 0x10A22 => JMP (EB) //DIP Detection 2
Engine + 0x1B116F => JMP (EB) //DIP Detection 3
KFXGame + 0x8A81 => JMP (EB) //DIP Detection
CiBMall MAT Detection Bypass
Code:
//CiBMall
D3D9Drv + 0x12504 => JMP (EB) //DIP Detection 1
D3D9Drv + 0x13CA0 => JMP (EB) //DIP Detection 2
Engine + 0x1B0DDF => JMP (EB) //DIP Detection 3
KFXClient + 0x39F7E => JMP (EB) //Cheat Engine Debugger Detection
Bone Coords for ESP | AimBot
"I don't know how accurate"

Code:
#define ENGINE "Engine.dll"
#define BONE_COORDS "?GetBoneCoords@uskeletalMeshInstance@@QAE?AVFCoords@@K@Z"

DWORD dwBone = ( DWORD )GetProcAddress( GetModuleHandleA( ENGINE ), BONE_COORDS );
That'll get you to USkeletalMeshInstance::GetBoneCoords( Pawn, BoneNumber, &fCoord );

Code:
char* cBone[8] = 
{
	"No_Bone", //0
	"Pelvis", //1
	No_Bone, //2
	No_Bone, //3
	No_Bone, //4
	"Chest", //5
	"Neck", //6
	"Head", //7
};

GetBoneCoords( pAimPawn, cAimbot.Bone, &vBoneCoord );
Explosion Model Rec

Code:
( ( m_Stride == 32 ) && ( NumVertices == 4 && primCount == 2 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 8 && primCount == 4 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 12 && primCount == 6 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 16 && primCount == 8 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 20 && primCount == 10 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 24 && primCount == 12 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 32 && primCount == 16 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 40 && primCount == 20 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 80 && primCount == 40 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 100 && primCount == 50 ) )
Misc Hacks and Alternative ESP
General Information

"General Information"

Code:
DWORD dwPointer = *( DWORD *)0x1104F324;
	DWORD dwPPointer = *( DWORD *)( dwPointer + 0x8 );
	DWORD dwViewport = *( DWORD *)( dwPPointer + 0x3C );
	DWORD dwPlayerController = *( DWORD *)( dwViewport + 0x34 );
	DWORD dwPawn = *( DWORD *)( dwPlayerController + 0x354 );
	DWORD dwPlayerReplicationInfo = *( DWORD *)( dwPawn + 0x510 );
ESP

Code:
//Bool to turn on ESP. LMAO.
//Name HP
//Format is
//sprintf( bESP, "%d HP: %s, Name, HP )
*( bool *)( dwPlayerReplicationInfo + 0x41C ) = 1;
Scope/Zoom

Code:
//First Level Zoom
*( float *)( dwPlayerController + 0x5CC ) = 40.0f;
//Second Level Zoom
*( float *)( dwPlayerController + 0x5CC ) = 10.0f;
Increase Acceleration ( Not speed, but the time it takes for you to reach the maximum possible speed. )

Code:
*( int *)( dwPawn + 0x3E8 ) = 9999;
Removing Pitch limits.
( Removing the aim limit which limits you to aiming at the sky when you aim up )


Code:
*( BYTE *)( dwPawn + 76 ) = 0; // Or 1. Doesn't matter. Default is 3
Most aren't of great use. Will add more such as collisions, etc.

Complete ESP Source code. Copy and paste ready.


Code:
#include <Windows.h>

class Pointer;
class PPointer;
class C_Viewport;
class C_PlayerController;
class C_Pawn;
class C_PlayerReplicationInfo;

class Pointer
{
public:
		char unknown0[8]; //0x0000
	PPointer* pPointer; //0x0008  
		char unknown12[52]; //0x000C
};

class PPointer
{
public:
		char unknown0[60]; //0x0000
	C_Viewport* Viewport; //0x003C  
};

class C_Viewport
{
public:
		char unknown0[52]; //0x0000
	C_PlayerController* Controller; //0x0034  
		char unknown56[8]; //0x0038
};

class C_PlayerController
{
public:
		char unknown0[852]; //0x0000
	C_Pawn* Pawn; //0x0354  
		char unknown856[232]; //0x0358
};

class C_Pawn
{
public:
		char unknown0[1296]; //0x0000
	C_PlayerReplicationInfo* PRI; //0x0510  
		char unknown1300[44]; //0x0514
};

class C_PlayerReplicationInfo
{
public:
		char unknown0[1052]; //0x0000
	BYTE bESP; //0x041C  
		char unknown1053[35]; //0x041D
};


DWORD WINAPI Thread( LPVOID param )
{
	DWORD dwPointer = *( DWORD *)0x1104F324;
	Pointer* pMain = ( Pointer* )dwPointer;

	while( true )
	{

		if( pMain != NULL &&
			pMain->pPointer != NULL &&
			pMain->pPointer->Viewport != NULL &&
			pMain->pPointer->Viewport->Controller != NULL &&
			pMain->pPointer->Viewport->Controller->Pawn != NULL &&
			pMain->pPointer->Viewport->Controller->Pawn->PRI != NULL )
		{

			if( GetAsyncKeyState( VK_NUMPAD1 ) &1 )
				pMain->pPointer->Viewport->Controller->Pawn->PRI->bESP = 1;
			if( GetAsyncKeyState( VK_NUMPAD2 ) &1 )
				pMain->pPointer->Viewport->Controller->Pawn->PRI->bESP = 0;

		}
		Sleep( 10 );
	}

	return 0;
}


BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
{
	if ( dwReason == DLL_PROCESS_ATTACH ) 
	{
		CreateThread( 0, 0, Thread, 0, 0, 0 );
		return TRUE;
	}

	return FALSE;
}
Full Source Code (Class Included | Valid Class/Pointer Check | Hack Examples Incldued)

Code:
/**************************************************************************
 *	Mission Against Terror Classes
 *	Credits: 	Code[V]
 *				DC & His ReClass
 *				DarkByte & His CheatEngine
 *
 *	Thanks:		Cobra
 *
 *	Some Basic Information: XLevel - Still Working On
 *							KFXFireBase - Holds information on Spread,
 *											FireRate, Etc
 *	Still need to work more on Console, KFXFireBase, GRI, VCRI, ChatManager
 **************************************************************************/
Code:
class MainClass;
class SubClass;
class WindowsViewport;
class PlayerController;
class XLevel;
class Pawn;
class Engine;
class GameEngine;
class GEntry;
class Canvas;
class Console;
class GameReplicationInfo;
class VoiceChatReplicationInfo;
class ChatManager;
class Name;
class PlayerReplicationInfo;
class TeamInfo;
class Weapon;
class KFXFireBase;
class ProjectileClass;

class MainClass
{
public:
		char unknown0[8]; //0x0000
	SubClass* pSubClass; //0x0008  
};//Size=0x000C(12)

class SubClass
{
public:
		char unknown0[60]; //0x0000
	WindowsViewport* pViewport; //0x003C  
};//Size=0x0040(64)

class WindowsViewport
{
public:
		char unknown0[52]; //0x0000
	PlayerController* pController; //0x0034  
	PlayerController* pOldController; //0x0038  
	Console* pConsole; //0x003C  
	DWORD CursorState; //0x0040  
	float GameMouseX; //0x0044  
	float GameMouseY; //0x0048  
		char unknown76[40]; //0x004C
	Canvas* pCanvas; //0x0074  
		char unknown120[20]; //0x0078
	float ActiveFrameTimer; //0x008C  
		char unknown144[24]; //0x0090
	DWORD ActiveFrameCount; //0x00A8  
		char unknown172[64]; //0x00AC
	float WindowsMouseX; //0x00EC  
	float WindowsMouseY; //0x00F0  
		char unknown244[12]; //0x00F4
};//Size=0x0100(256)

class PlayerController
{
public:
		char unknown0[84]; //0x0000
	DWORD ViewChangeCounter; //0x0054  
		char unknown88[64]; //0x0058
	XLevel* pXLevel; //0x0098  
		char unknown156[184]; //0x009C
	DWORD PlayerPitch; //0x0154  
	DWORD PlayerYaw; //0x0158  
	DWORD PlayerRoll; //0x015C  
		char unknown352[500]; //0x0160
	Pawn* pPawn; //0x0354  
		char unknown856[8]; //0x0358
	float DesiredFOV; //0x0360  
		char unknown868[8]; //0x0364
	BYTE bPressShift; //0x036C  
	BYTE bPressCtrl; //0x036D  
	BYTE bPressLeftM; //0x036E  
	BYTE bPressRightM; //0x036F  
		char unknown880[420]; //0x0370
	float FOVBias; //0x0514  
		char unknown1304[9]; //0x0518
	BYTE bKeyPressWASD; //0x0521  
		char unknown1314[14]; //0x0522
	Pawn* pPawn1; //0x0530  
		char unknown1332[92]; //0x0534
	Pawn* pPawn2; //0x0590  
		char unknown1428[56]; //0x0594
	float DesiredFOV2; //0x05CC  
	float DefaultFOV; //0x05D0  
		char unknown1492[424]; //0x05D4
	GameReplicationInfo* pGRI; //0x077C  
	VoiceChatReplicationInfo* pVCRI; //0x0780  
		char unknown1924[244]; //0x0784
	ChatManager* pChatManager; //0x0878  
		char unknown2172[112]; //0x087C
	float Ping; //0x08EC  
		char unknown2288[216]; //0x08F0
	Pawn* pPawn3; //0x09C8  
	D3DXVECTOR3 CameraPos0; //0x09CC  
	D3DXVECTOR3 CameraPos1; //0x09D8  
		char unknown2532[92]; //0x09E4
};//Size=0x0A40(2624)

class XLevel
{
public:
		char unknown0[68]; //0x0000
	Engine* pEngine; //0x0044  
		char unknown72[60]; //0x0048
};//Size=0x0084(132)

class Pawn
{
public:
		char unknown0[84]; //0x0000
	DWORD MovementCounter; //0x0054  
		char unknown88[96]; //0x0058
	float DanceCounter; //0x00B8  
		char unknown188[68]; //0x00BC
	D3DXVECTOR3 vLocation0; //0x0100  
	D3DXVECTOR3 vLocation1; //0x010C  
		char unknown280[4]; //0x0118
	D3DXVECTOR3 vLocation2; //0x011C  
		char unknown296[32]; //0x0128
	D3DXVECTOR3 vLocation3; //0x0148  
		char unknown340[12]; //0x0154
	D3DXVECTOR3 vAcceleration; //0x0160  
	D3DXVECTOR2 vDirection; //0x016C  
		char unknown372[324]; //0x0174
	float CollisionRadius; //0x02B8  
	float CollisionHeight; //0x02BC  
		char unknown704[40]; //0x02C0
	D3DXVECTOR3 vLocation4; //0x02E8  
		char unknown756[228]; //0x02F4
	float GroundSpeed; //0x03D8  
	float WaterSpeed; //0x03DC  
	float AirSpeed; //0x03E0  
		char unknown996[4]; //0x03E4
	float AccelRate; //0x03E8  
	float JumpZ; //0x03EC  
		char unknown1008[44]; //0x03F0
	DWORD PitchUpLimit; //0x041C  
	DWORD PitchDownLimit; //0x0420  
		char unknown1060[12]; //0x0424
	Weapon* pWeapon; //0x0430  
		char unknown1076[48]; //0x0434
	float PositionZ; //0x0464  
		char unknown1128[4]; //0x0468
	float MaxHealth; //0x046C  
		char unknown1136[4]; //0x0470
	DWORD Health; //0x0474  
		char unknown1144[152]; //0x0478
	PlayerReplicationInfo* pPRI; //0x0510  
		char unknown1300[824]; //0x0514
};//Size=0x084C(2124)

class Engine
{
public:
		char unknown0[276]; //0x0000
	GameEngine* pGameEngine; //0x0114  
		char unknown280[40]; //0x0118
};//Size=0x0140(320)

class GameEngine
{
public:
		char unknown0[48]; //0x0000
	GEntry* pGEntry; //0x0030  
		char unknown52[12]; //0x0034
};//Size=0x0040(64)

class GEntry
{
public:
		char unknown0[128]; //0x0000
};//Size=0x0080(128)

class Canvas
{
public:
		char unknown0[212]; //0x0000
	WindowsViewport* pViewport0; //0x00D4  
		char unknown216[40]; //0x00D8
};//Size=0x0100(256)

class Console
{
public:
		char unknown0[64]; //0x0000
};//Size=0x0040(64)

class GameReplicationInfo
{
public:
		char unknown0[936]; //0x0000
	Name* GameName; //0x03A8  
		char unknown940[8]; //0x03AC
	Name* GameClass; //0x03B4  
		char unknown952[336]; //0x03B8
};//Size=0x0508(1288)

class VoiceChatReplicationInfo
{
public:
		char unknown0[64]; //0x0000
};//Size=0x0040(64)

class ChatManager
{
public:
		char unknown0[64]; //0x0000
};//Size=0x0040(64)

class Name
{
public:
	char cName[40]; //0x0000  
		char unknown40[60]; //0x0028
};//Size=0x0064(100)

class PlayerReplicationInfo
{
public:
		char unknown0[948]; //0x0000
	DWORD Ping; //0x03B4 DWORD RealPing = Ping * 4 
		char unknown952[12]; //0x03B8
	Name* PlayerName; //0x03C4  
		char unknown968[56]; //0x03C8
	DWORD PlayerID; //0x0400  
	TeamInfo* pTeam; //0x0404  
		char unknown1032[20]; //0x0408
	BYTE bESP; //0x041C  
		char unknown1053[3]; //0x041D
	DWORD PacketLoss; //0x0420  
		char unknown1060[184]; //0x0424
	DWORD Kills; //0x04DC  
	DWORD Death; //0x04E0  
		char unknown1252[864]; //0x04E4
};//Size=0x0844(2116)

class TeamInfo
{
public:
		char unknown0[936]; //0x0000
	Name* TeamName; //0x03A8  
		char unknown940[16]; //0x03AC
	DWORD TeamIndex; //0x03BC  
		char unknown960[128]; //0x03C0
};//Size=0x0440(1088)

class Weapon
{
public:
		char unknown0[328]; //0x0000
	D3DXVECTOR3 vWeaponPos; //0x0148  
	DWORD WeaponPitch; //0x0154  
	DWORD WeaponYaw; //0x0158  
		char unknown348[600]; //0x015C
	KFXFireBase* pFireBase; //0x03B4  
		char unknown952[324]; //0x03B8
	DWORD Reloading; //0x04FC  
		char unknown1280[80]; //0x0500
	DWORD StoredAmmo; //0x0550  
		char unknown1364[4]; //0x0554
	DWORD CurrentAmmo; //0x0558  
		char unknown1372[4]; //0x055C
	DWORD MaxAmmo; //0x0560  
		char unknown1380[168]; //0x0564
	DWORD RoundsPerShot; //0x060C  
		char unknown1552[24]; //0x0610
	DWORD WeaponState; //0x0628  
		char unknown1580[40]; //0x062C
	DWORD WeaponIndex; //0x0654  
		char unknown1624[280]; //0x0658
	float WeaponHeat; //0x0770  
		char unknown1908[216]; //0x0774
};//Size=0x084C(2124)

class KFXFireBase
{
public:
		char unknown0[28]; //0x0000
	Weapon* pParent; //0x001C  
		char unknown32[240]; //0x0020
	ProjectileClass* pProjectile; //0x0110 i think? Only appears to weapons with projectile, like rocket or grenade 
		char unknown276[36]; //0x0114
	DWORD RoundsInOneFire; //0x0138  
		char unknown316[192]; //0x013C
	float CrosshairSize; //0x01FC  
	float CrosshairSpread0; //0x0200  
	float CrosshairSpread1; //0x0204  
		char unknown520[568]; //0x0208
};//Size=0x0440(1088)

class ProjectileClass
{
public:
		char unknown0[128]; //0x0000
};//Size=0x0080(128)
Code:
MainClass* pMain = ( MainClass* )( *( DWORD *)0x1104F324 );

if( !IsBadReadPtr( pMain->pSubClass->pViewport, 4 ) )
	{
		if( !IsBadReadPtr( pMain->pSubClass->pViewport->pController, 4 ) )
		{
			PlayerController* pActor = pMain->pSubClass->pViewport->pController;
			if( !IsBadReadPtr( pActor->pPawn, 4 ) )
			{
				//Do Hacks Here

                                //ESP
                                pActor->pPawn->pPRI->bESP = 1;
                                
                                //Trigger bot
                                //Missing parts which detect the enemy in center of screen
                                pActor->bPressLeftM = 1;

                                //Lock / Unlock Cusor
                                pMain->pSubClass->pViewport->CursorState = 3; // 0 is locked, find the values urself
			}
		}
	}

I do not know how to use the code ....
no one knows how to make this code work?
Where did you find this ?

And dBased Already has All of these...
Yes he can but he has all of this already but thank's with sharing to the public i can make one now
Quote Originally Posted by 1wizz View Post
Yes he can but he has all of this already but thank's with sharing to the public i can make one now
Ehm You got working hook?
Took me a minute to hook DIP undetected
Quote Originally Posted by whit View Post
Where did you find this ?

And dBased Already has All of these...
I found this code at D X T Forum....
why?
Quote Originally Posted by tasya89 View Post


I found this code at D X T Forum....
why?
I Couldnt find anything on this Game thanks tho..
copy all then paste 2 MAT Automaton script liao
Quote Originally Posted by kasyah69 View Post
copy all then paste 2 MAT Automaton script liao
Not going to work like that
This is C++ Code not a Script
Quote Originally Posted by whit View Post
Not going to work like that
This is C++ Code not a Script
ya ya....is true......
i noe la its C++ visual basic 6.0 programer hehe :P
Quote Originally Posted by kasyah69 View Post
i noe la its C++ visual basic 6.0 programer hehe :P
But it would take long time to learn it......
Quote Originally Posted by tasya89 View Post

But it would take long time to learn it......
you can practice on Microsoft Visual Basics before knowing about C++ or Turbo C
that may help really good dear
Quote Originally Posted by kasyah69 View Post
i noe la its C++ visual basic 6.0 programer hehe :P
What C++ & Visual basics are two different languages
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