More on Accessing Memory [Solved]

Posts 16–20 of 20 · Page 2 of 2
Quote Originally Posted by Jason View Post
your player class fmm. NOPing the ammo calculation is easy though, and if you have godmode on it doesn't matter that the bots have unlimited ammo too


Lol, ya i know that sucks you also give it to the bot.


Well for the no kickback/recoil/walk really slow offset it is in the player class + 0x50. Check it out, it should have the default value of 16, but if you make it higher than it will crash the game(i am still checking for a jump somewhere so that i can nop the call that crashes the game if it's set more than 16), to make barely any recoil just set it to .1. As for the going over the map and under the map and beside the map, all i did was just make a hotkey that edits the x, y, and z values. Like if i want to go above the map, i just add to my z coordinate. That's located in the player class at offset 0x3C. If i want to go under than i subtract a number from the z coordinate.

Also, just like 30 minutes ago i found the offset for grenades in the player class at 0x154 , but the grenades don't cause damage. Like i went in multiplayer and then i pressed my hotkey and then i had 60000 grenades, but all cause 0 damage, but it's really cool when you want to scare the crap out of people, you just go up to a team mate and pop out 5 grenades, hahahahaha, its funny everytime when they run and then your player gets blasted in the air, but no damage is done.
Yeah in multiplayer ammo is the same, just visual. You can plug away for hours and do no damage after your original clip expires.
Quote Originally Posted by Jason View Post
Yeah in multiplayer ammo is the same, just visual. You can plug away for hours and do no damage after your original clip expires.
Ya, it sucks. Now i have done like all the hacks i can think of so i am bored of hacking it. What's left is the aimbot, but i am just gonna wait till i get to trigonometry to start on that.
the module base for most exes is 4000000. here is my assualtcube aim function
Code:
 void aim(vec to, vec from, float &yaw, float &pitch) //0-180 pitch, 0-360 yaw
{
	pitch = atan2(to.z - from.z, to.dist(from)) * 180 / PI;
	yaw = -(float)atan2(to.x - from.x, to.y - from.y) / PI * 180 + 180;
}
note vec is a standard 3d vector class.
i posted a whole aimbot here:
http://www.mpgh.net/forum/31-c-c-pro...ne-aimbot.html
and i do believe that u got the addies from me
nvrmind...
Posts 16–20 of 20 · Page 2 of 2

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