Jeff's Undetected Crossfire Base

Posts 1–15 of 32 · Page 1 of 3
Jeff's Undetected Crossfire Base
Well everyone has been wanting an undetected crossfire base, so I made a quick little something.

Also I made this in like 20 minutes so some offsets might be wrong, but most of them are correct.

Main.cpp
Code:
#include "Hacks.h"

BOOL WINAPI WaitForGameLibs(LPVOID) 
{
	try	
	{
		if(!Hacks->ReadyForHacks()) throw 1;
	}
	catch (int error) 
	{
		switch (error) 
		{
		case 1:
			CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)WaitForGameLibs, NULL, NULL, NULL);
			return false;
		default:
			return false;
		}
	}
	Hacks = new cHacks();
	return true;
}

BOOL WINAPI DllMain(HINSTANCE Instance, DWORD Reason, LPVOID Reserved)
{
	if(Reason == DLL_PROCESS_ATTACH)
	{
		DisableThreadLibraryCalls(Instance);
		MessageBoxA(0, "Jeff's Undetected Crossfire Base", "MPGH", 0);
		CreateThread(0, 0, (LPTHREAD_START_ROUTINE) WaitForGameLibs, 0, 0, 0);
	}
	return true;
}
Hacks.h
Code:
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#define Grenades ((i==6)||(i==7)||(i==8)||(i==64)||(i==100)||(i==126)||(i==135)||(i==209)||(i==210)||(i==240)||(i==263)||(i==272)||(i==338)||(i==382)||(i==383)||(i==384))
#define Knifes ((i==5)||(i==35)||(i==74)||(i==132)||(i==239)||(i==372)||(i==381))
class cWeaponMgr
{
public:
	static const DWORD DamageCameraPenalty =					0x2418;
	static const DWORD MoveSpeedPenalty =						0x2454;
	static const DWORD ZoomInMoveSpeedPenalty =					0x2458;
	static const DWORD MovePenaltyForDelayFire =				0x245C;
	static const DWORD ZoomTargetType =							0x2460;
	static const DWORD DamagePenaltyTimeAndMoveRate =			0x265C;
	static const DWORD NanoGhostDamagePenaltyTimeAndMoveRate1 =	0x2660;
	static const DWORD NanoGhostDamagePenaltyTimeAndMoveRate2 =	0x2654;
	static const DWORD WallShotDamageRatio =					0x2658;
	static const DWORD ChangeWeaponAnimRatio =					0x26A0;
	static const DWORD ReloadAnimRatio =						0x269C;
	static const DWORD CrossHairRatioPerRealSize =				0x26A4;
	static const DWORD KnockBack =								0x278C;
	static const DWORD AmmoDamage =								0x7F8;
	static const DWORD Range =									0x7EC;
	static const DWORD GunKnifeRange =							0x2784;
	static const DWORD KnifeNormalAniRate =						0xA28;
	static const DWORD GunKnifeAmmoDamage =						0x2788;
	static const DWORD UnlimitedAmmo =							0x7FC;
	static const DWORD LowerAnimRate =							0x2520;
	static const DWORD BulletPosOffset1 =						0x1928;
	static const DWORD BulletPosOffset2 =						0x192C;
	static const DWORD BulletPosOffset3 =						0x1930;
	static const DWORD BulletPosOffset4 =						0x258C;
	static const DWORD BulletPosOffset5 =						0x2520;
	static const DWORD BulletPosOffset6 =						0x2594;
	static const DWORD BulletPosOffset7 =						0x2590;
};

class cWallMgr
{
public:
	static const DWORD EdgeShotEnabled =						0x4E8;
	static const DWORD WallShotEnabled =						0x4EC;
	static const DWORD PerfectShotEnabled =						0x4F0;
};

class cPlayerInfo
{
public:
char Spacer00[4];
	float MovementSpeed;
	float MovementWalkRate;
	float MovementDuckWalkRate;
	float MovementSideMoveRate;
	float MovementFrontBackRunAnimationRate;
	float MovementLeftRightRunAnimationRate;
	float MovementFrontBackWalkAnimationRate;
	float MovementLeftRightWalkAnimationRate;
	float MovementAcceleration;
	float MovementFriction;
	float JumpTime;
	float JumpVelocity;
	float JumpLandedWaitTime;
	float JumpLandedNoJumpTimeRate;
	float JumpRepeatPenaltyMoveRate;
	float JumpRepeatPenaltyHeightRate;
	float JumpLandedMovePenaltyTimeRate;
	float JumpLandedMovePenaltyMoveRate;
char Spacer01[40];
	float DamagePenaltyTime;
	float DamagePenaltyMoveRate;
	float C4PlantTime;
	float C4DefuseTime;
	float MaxCanDefuseDistance;
	float CharacterHiddenAlpha;
	float CharacterHiddenWalkAlpha;
	float CharacterHiddenRunAlpha;
	float MovementHiddenRate;
	DWORD CrossHairColor;
	float CrossHairRedChangeRate;
	float CrossHairGreenChangeRate;
	float CrossHairBlueChangeRate;
};

class cHacks
{
public:
	bool ReadyForHacks();

	DWORD GetAddressFromOffset(DWORD Base, DWORD Offset);

	cWeaponMgr* WeaponMgr;
	cWallMgr* WallMgr;
	cPlayerInfo* PlayerInfo;

	cHacks();
	~cHacks();
private:
	#define WeaponMgrOffset			0xA68F90
	#define WallMgrOffset			0xA68F74
	#define PlayerMgrOffset			0xA69BF8
	#define PlayerInfoOffset		0xA02204

	DWORD dwWeaponMgr, dwWallMgr, dwPlayerMgr, dwPlayerInfo;
};extern class cHacks* Hacks;
Hacks.cpp
Code:
#include "Hacks.h"
cHacks* Hacks;

cHacks::cHacks()
{
	DWORD CShell = (DWORD) GetModuleHandleA("CShell.dll");
	if(!CShell) return;

	dwWeaponMgr = *(DWORD*)GetAddressFromOffset(CShell, WeaponMgrOffset);
	dwWallMgr	= *(DWORD*)GetAddressFromOffset(CShell, WallMgrOffset);
	dwPlayerMgr = *(DWORD*)GetAddressFromOffset(CShell, PlayerMgrOffset);
	dwPlayerInfo= *(DWORD*)GetAddressFromOffset(CShell, PlayerInfoOffset);

	if(dwWeaponMgr && dwWallMgr && dwPlayerMgr && dwPlayerInfo) 
	{
		for(int i = 0; i < 560; i++)
		{
			DWORD Weapon = *(DWORD*)GetAddressFromOffset(dwWeaponMgr, (4*i));
			if(Weapon) 
			{
				*(float*)GetAddressFromOffset(Weapon, WeaponMgr->ChangeWeaponAnimRatio) = 9999;
				*(float*)GetAddressFromOffset(Weapon, WeaponMgr->ReloadAnimRatio) = 999;
			}
		}
	}
	else 
		return;
}

bool cHacks::ReadyForHacks()
{
	if(GetModuleHandleA("CShell.dll") != NULL && GetModuleHandleA("ClientFX.fxd") != NULL && GetModuleHandleA("crossfire.exe") != NULL)
		return true;
	return false;
}

DWORD cHacks::GetAddressFromOffset(DWORD Base, DWORD Offset)
{
	if(Base)
		return (Base + Offset);
	else
		return NULL;
}
Go Wild.
Thx for base
I already have one but urs is a little different so please could u tell me what are those used for

DamageCameraPenalty
ZoomInMoveSpeedPenalty
MovePenaltyForDelayFire
ZoomTargetType
DamagePenaltyTimeAndMoveRate
DamagePenaltyTime
DamagePenaltyMoveRate
NanoGhostDamagePenaltyTimeAndMoveRate1
NanoGhostDamagePenaltyTimeAndMoveRate2

Thx in advance
Quote Originally Posted by Dragon(H)ell View Post
Thx for base
I already have one but urs is a little different so please could u tell me what are those used for

DamageCameraPenalty
ZoomInMoveSpeedPenalty
MovePenaltyForDelayFire
ZoomTargetType
DamagePenaltyTimeAndMoveRate
NanoGhostDamagePenaltyTimeAndMoveRate1
NanoGhostDamagePenaltyTimeAndMoveRate2

Thx in advance

Well sir, if you read them very carefully, you will come to find that you are smarter then you think.
I think

DamageCameraPenalty ------> Fall damage if i am out of the map so value should be 0 for no damage ?
__________________________________________________ _______________________________________

DamagePenaltyTimeAndMoveRate-------------------> No Bug/Zone Damage
NanoGhostDamagePenaltyTimeAndMoveRate1 -------------------> No Bug/Zone Damage
NanoGhostDamagePenaltyTimeAndMoveRate2 -------------------> No Bug/Zone Damage
DamagePenaltyTime -------------------> No Bug/Zone Damage
DamagePenaltyMoveRate-------------------> No Bug/Zone Damage

But what's different between them idk and maybe my guess is wrong?!
__________________________________________________ _______________________________________
good job
@J nicely coded respect
btw i was wondering the same thing about some of those.
/thanks again
Quote Originally Posted by Fly3r View Post
@J nicely coded respect
btw i was wondering the same thing about some of those.
/thanks again
Thanks man.

I'm not really sure if they work or not, I just went through the class and picked out a bunch of interesting ones. Try em, they might do something.
all work ! big thanks !
Most of them work for sure. But i think MaxCanDefuseDist. is either patched or wrong offset cause when i tried using it i got send error
Welcome to CF section @J and nice base...
but excuse me...
why it looks like @Brimir codes and @~FALLEN~ classes?
All members who use this base are forced to give Jeff credits
Just tested this base , didnt work
@J xD this is like the Swiftdude base i mean he is from mpgh stuffs i think (not sure) this base will be legend like his
@maxpower439 what are you talking about? this base works like a charm.
Posts 1–15 of 32 · Page 1 of 3
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