Modern Warfare 3 Source Code / Address Thread

Posts 211–225 of 282 · Page 15 of 19
Quote Originally Posted by Geomatrical 0 View Post
"Probably", don't assume, I just searched for string no_clip and eventually found it
Sure you did, cause it doesn't exist anywhere. Stop being a terrible liar, cause you're really bad at trying to cover shit up.
And so I found some addresses for iw5sp (singleplayer) on version 1.9.453.

Name: Jump Height
Address: 8590D0
Type: Float
Value: 39

Name: Gravity
Address: 83428C
Type: Float
Value: 800

Name: Knockback
Address: 8554e4
Type: Float
Value: 1000
Name: Is ingame
Address: 001278FB
Type: Bool/Byte
This determines, if the player is ingame (3D Rendering on). It is also true in killcams, etc.

Update value: +3100

Title Text:
1406AAD
'String

Unlock Title:
1406AAC
'1-Byte

Set Title Image:
1406AC8
'Bytes

________________


Clan Tag Text:
1406ACC
'String (4 Length)

Unlock Clan Tag:
1406AAB
'1-Byte

Level
1DC0338

Prestige
1DC0548

Tokens
1DC23A7

Custom Classes
1DC23AF

Weapons Level
1DC0340

Pro Perks
1DC12D2

Challenges
1DC10C5

Accolades
1DBF8AC

Emblems
1DC216C

Titles
1DC21EC

Double XP
1DC23FD

Double Wep XP
1DC2405
+++++
-----
Score
1DC0550

Wins
1DC05AC

Losses
1DC05B0

Ties
1DC05B4

Kills
1DC0578

Deaths
1DC0580

Assists
1DC0588

Killstreak
1DC057C

Winstreak
1DC05B8

Headshots
1DC058C

Barrack Play Time
1DC0598

Leaderboard Play Time
1DC05A4
What I just noticed is that you can enter every title you like and change the text for it ... change the value of 'Title Image' to whatever you like, and you can have custom texts on it. Was that known before?

You can use this list of titles, just always use the ID -1, since they start counting at 1, the game at 0.
Not sure if this helps but found these in a private match
Flash grenades 01D08D74
Grenades 01D08D5C
Primary ammo 01D08CE8
Secondary ammo 01D08CD8
CG = 0x009DC420;
REFDEF = 0x00A47630;
CLIENTINFO = 0x00AD9AF8;
ENTITY = 0x00AE5A40;
MW3 1.9.461
Update Value: 3080

Level: 1DC02B8
Prestige: 1DC04C8
Tokens: 1DC2327
Custom Classes: 1DC232F
Weapons Level: 1DC02C0
Pro Perks: 1DC1252
Challenges: 1DC1045
Accolades: 1DBF82C
Emblems: 1DC20EC
Titles: 1DC216C
Double XP: 1DC237D
Double Weapon XP: 1DC2385

Score: 1DC04D0
Wins: 1DC052C
Losses: 1DC0530
Ties: 1DC0534
Kills: 1DC04F8
Deaths: 1DBD480
Assists: 1DC0508
Killstreak: 1DC04FC
Winstreak: 1DC0538
Headshots: 1DC050C
Barrack Play Time: 1DC0518
Leaderboard Play Time: 1DC0524

@Jorndel , posted the addresses before you and to everyone else, don't forget to credit if this helped
Quote Originally Posted by Geometrical View Post
@Jorndel , posted the addresses before you and to everyone else, don't forget to credit if this helped
lol, and who cares?

No one.

(I didn't even bother to do it. because I was in company with good friends I enjoy to be with )
Quote Originally Posted by Jorndel View Post


lol, and who cares?

No one.

(I didn't even bother to do it. because I was in company with good friends I enjoy to be with )
People do care, people still have to update their trainers
Some things have changed in force host are but not as bad as previous

Offset for secondary ammo and mag has moved

Gravity and speed has changed, will find those with olly in a little while unless someone else does it first.

Code:
 
p1x = 1D088DC
P1Y =  1D088E0
P1Z = 1D088E4
Others are of similar offset not tested player offset yet, will do as soon as I update the addresses into trainer
Got some codes with the -InSaNe- Pattern Scanner.

Code:
--------------[Auto Generated by -InSaNe- Scanner]---------------
---------------[Process: iw5mp.exe | Oct 26 2012]----------------
//Classes and Variables
RefDef...................0x00A475B0
CG.......................0x009DC3A0
CGS......................0x009D7E20
ViewMatrix...............0x01140FEC
Entity...................0x00AE59C0
Entity_Size..............0x000001F8
ClientInfo...............0x00AD9A78
ClientInfo_Size..........0x00000564
Input....................0x04C592A8
IsInGame.................0x009DC3B0
Advanced UAV.............0x009DC5A4
Advanced UAV_CVAR........0x01D08864
Zoom.....................0x0113DB90
FullBright...............0x0609BD7C
NoFog....................0x0609BD80
MagicNumber..............0x010D2830
GetWeaponName............0x00AE164C
ClanTag_Byte.............0x01406A2B
ClanTag_Text.............0x01406A40
Title_Byte...............0x01406A2C
Title_Text...............0x01406A2D
Title....................0x01406A48

//Functions
RegisterFont.............0x00485440
RegisterShader...........0x0055FFC0
EngineText...............0x00406D70
StrWidth.................0x0043C190
StrHeight................0x0046F0B0
CG_Trace.................0x00494BD0
IsVisible................0x004705E0
GetPlayerTag.............0x00591B50
RegisterTag..............0x004BE950
NoRecoil.................0x00427029
GetScreenMatrix..........0x00522880
WorldToScreen............0x00571C20
CG_Draw2D ...............0x004F9E10
UI.ShowList..............0x00664680
SendCommandToConsole.....0x00454270
DrawRotatedPic...........0x0052E380
ProcessCommand...........0x00454270
BulletPenetration........0x005CB080
BulletPenetrationCheck...0x005C8990
DisableBulletImpacts.....0x005CAFB0
NightmareTX No-Recoil....0x005D0507
Gun Laser................0x005013D7

Credits: Me, g0dly, killstreak, barata55, NightmareTX, master131, BaberZz
Force Host:
Address: 0x140F1A4
Pointer Value: 0xC
Value to Set: 1

Usage:
WriteInt(ReadInt(0x140F1A4) + 0xC, 1);




Constant UAV:
Address: 0x1D08864
Pointer Value: 0xC
Value to Set: ?Float Value?

Usage:
WriteInt(ReadInt(0x1D08864) + 0xC, 1);





FoV:
Address: 0xBE7B38
Pointer Value: 0xC
Value to Set: ?Float Value?

Usage:
WriteInt(ReadInt(0xBE7B38) + 0xC, 1);[/SIZE][/COLOR][/FONT]
Just reposting godly's stuff:
(All Credits to the origional people.)

General Offsets
Code:
//Classes
#define OFFS_Client 0xAD9A78
#define OFFS_ClientSize 0x564
#define OFFS_Entity 0xAE59C0
#define OFFS_EntitySize 0x1F8
#define OFFS_ViewMatrix 0x1140FEC
#define OFFS_RefDef 0xA475B0
#define OFFS_CGS 0x9D7E20
#define OFFS_CG 0x9DC3A0
#define OFFS_UserCmd 0x1141090

//Variables
#define OFFS_MagicNumber 0x10D2830
#define OFFS_Seed 0xA4758C
#define OFFS_SpreadMultiplier 0xAE0CC8
#define OFFS_CSnapShot 0x114AF68
#define OFFS_CurrentCmdNumberPtr 0x1142690
#define OFFS_ServerCommand 0xC3AC7C
#define OFFS_ServerCommandSequence 0xC3AC74
#define OFFS_IsIngame 0x9DC3B0
#define OFFS_KeyCatcher 0x113D9EC
#define OFFS_Keys 0xC17B60
#define OFFS_KButtons 0xC176B0
#define OFFS_D3DRenderer 0x609C428
#define OFFS_ViewAngleY 0x1141084
#define OFFS_ViewAngleX 0x1141088
#define OFFS_WeaponViewAngleX 0xA4C118
#define OFFS_WeaponViewAngleY 0xA4C11C
#define OFFS_RefViewAngles 0xA4C0DC
#define OFFS_DisableIngameMouse 0x5B7029D
#define OFFS_GetWeapon 0x9BADD0
#define OFFS_GetWeaponName 0xAE164C
#define OFFS_SetZoom 0x113DB90
#define OFFS_AdvancedUAV 0x9DC5A4
#define OFFS_CompassShowEnemies 0x1D08864
#define OFFS_DVarList 0x5AAD280
#define OFFS_DVarList_Count 0x5AA8258
#define OFFS_DVarList_Size 0x4C

//Functions
#define OFFS_GetDVar 0x669890
#define OFFS_BulletPenetrationCheck 0x5C8990
#define OFFS_BulletTrajectory 0x5CB080
#define OFFS_GetCurrentWeapon 0x44C220
#define OFFS_GetWeaponSpread 0x435D90
#define OFFS_GetRandomSeed 0x4622E0
#define OFFS_GetRandomFloat 0x5C8D00
#define OFFS_ProcessCommand 0x454270
#define OFFS_Console 0x454270
#define OFFS_COM_HashKey 0x516C20
#define OFFS_COM_Error 0x472600
#define OFFS_COM_Notice 0x49DA00
#define OFFS_GetSnapshot 0x514560
#define OFFS_AimAssist 0x591B50
#define OFFS_IsVisible 0x4705E0
#define OFFS_CG_Trace 0x57C950
#define OFFS_StrWidth 0x43C190
#define OFFS_StrHeight 0x46F0B0
#define OFFS_DrawEngineText 0x406D70
#define OFFS_GetScreenMatrix 0x47ADC0
#define OFFS_DrawRotatedPic 0x52E380
#define OFFS_DrawStretchPic 0x4EE7F0
#define OFFS_RegisterShader 0x55FFC0
#define OFFS_RegisterFont 0x485440
#define OFFS_RegisterTag 0x48FBB0
#define OFFS_WorldToScreen 0x571C20
#define OFFS_GetWTSCalc 0x522880
#define OFFS_DrawEngineRadar 0x4EBDE0
#define OFFS_OverlayFriendly 0x413670
#define OFFS_OverlayEnemy 0x545610
#define OFFS_OverlayChopper 0x4EA310
#define OFFS_OverlayTurret 0x4E08B0
#define OFFS_OverlayCarePackage 0x46F2D0
#define OFFS_OverlayLocalPlayer 0x40F150
#define OFFS_OverlayPlane 0x5371D0

//Functions 2
#define OFFS_Rank 0x532A10
#define OFFS_NoRecoil 0x427029
#define OFFS_CG_Init 0x47F090
#define OFFS_WritePacket 0x403FB0
#define OFFS_CG_Obituary 0x5AD0B0

//Draw Exception
#define OFFS_cg_hudChatPosition_DVar 0x9D7D7C
#define OFFS_cg_hudChatPosition_DVarValue 0x5AB5060
#define OFFS_cg_hudChatPosition_ExceptionAddr 0x5A8617
//Draw Exception
#define OFFS_cg_drawDamageDirection_DVar 0x9DC394
#define OFFS_cg_drawDamageDirection_DVarValue 0x5AC46C8
#define OFFS_cg_drawDamageDirection_ExceptionAddr 0x4F9FB9
//IN_CreateCmd Exception
#define OFFS_cl_pitchspeed_DVar 0xC176AC
#define OFFS_cl_pitchspeed_DVarValue 0x5AB5EA0
#define OFFS_cl_pitchspeed_ExceptionAddr 0x5CFC07
#define OFFS_cl_pitchspeed_ExceptionAddr2 0x5CFC2B
//WritePacket Exception
#define OFFS_cl_packetdup_DVar 0x113D96C
#define OFFS_cl_packetdup_DVarValue 0x5AB5E54
#define OFFS_cl_packetdup_ExceptionAddr 0x4040CA
Structs/Classes
Code:
typedef struct
{
    char _0x0000[0x2];                            //0x0
    short Valid;                                  //0x2 (0xAE59C2)
    char _0x0004[0x10];                           //0x4
    Vector Origin;                                //0x14 (0xAE59D4)
    Vector Angles;                                //0x20 (0xAE59E0)
    char _0x002C[0x3C];                           //0x2C
    int Flags;                                    //0x68 (0xAE5A28)
    char _0x006C[0xC];                            //0x6C
    Vector OldOrigin;                             //0x78 (0xAE5A38)
    char _0x0084[0x18];                           //0x84
    Vector OldAngles;                             //0x9C (0xAE5A5C)
    char _0x00A8[0x28];                           //0xA8
    int ClientNum;                                //0xD0 (0xAE5A90)
    short Type;                                   //0xD4 (0xAE5A94)
    char _0x00D6[0x12];                           //0xD6
    Vector NewOrigin;                             //0xE8 (0xAE5AA8)
    char _0x00F4[0x1C];                           //0xF4
    Vector NewAngles;                             //0x110 (0xAE5AD0)
    char _0x011C[0x7C];                           //0x11C
    byte WeaponID;                                //0x198 (0xAE5B58)
    char _0x0199[0x37];                           //0x199
    int IsAlive;                                  //0x1D0 (0xAE5B90)
    char _0x01D4[0x24];                           //0x1D4
}entity_t; //[Addr: 0xAE59C0] [Size: 0x1F8]

typedef struct
{
    int Valid;                                    //0x0 (0xAD9A78)
    char _0x0004[0x8];                            //0x4
    char Name[16];                                //0xC (0xAD9A84)
    int Team;                                     //0x1C (0xAD9A94)
    char _0x0020[0x480];                          //0x20
    int Attacking;                                //0x4A0 (0xAD9F18)
    char _0x04A4[0x4];                            //0x4A4
    int Zooming;                                  //0x4A8 (0xAD9F20)
    char _0x04AC[0xB8];                           //0x4AC
}client_t; //[Addr: 0xAD9A78] [Size: 0x564]

typedef struct
{
    char _0x0000[0x8];                            //0x0
    int Width;                                    //0x8 (0xA475B8)
    int Height;                                   //0xC (0xA475BC)
    int FovX;                                     //0x10 (0xA475C0)
    int FovY;                                     //0x14 (0xA475C4)
    Vector ViewOrg;                               //0x18 (0xA475C8)
    Vector ViewAxis[3];                           //0x24 (0xA475D4)
    char _0x0048[0x24];                           //0x48
    float ZoomProgress;                           //0x6C (0xA4761C)
    char _0x0070[0x4ABC];                         //0x70
    float RefViewAngleY;                          //0x4B2C (0xA4C0DC)
    float RefViewAngleX;                          //0x4B30 (0xA4C0E0)
    char _0x4B34[0x34];                           //0x4B34
    float WeaponViewAngleX;                       //0x4B68 (0xA4C118)
    float WeaponViewAngleY;                       //0x4B6C (0xA4C11C)
}refdef_t; //[Addr: 0xA475B0] [Size: 0x4B70]

typedef struct
{
    int FrameTime;                                //0x0 (0x9DC3A0)
    char _0x0004[0xC];                            //0x4
    int IsIngame;                                 //0x10 (0x9DC3B0)
    char _0x0014[0x13C];                          //0x14
    int ClientNum;                                //0x150 (0x9DC4F0)
    char _0x0154[0x48];                           //0x154
    int Health;                                   //0x19C (0x9DC53C)
    char _0x01A0[0x64];                           //0x1A0
    int AdvancedUAV;                              //0x204 (0x9DC5A4)
    char _0x0208[0x38];                           //0x208
    int NextAttack;                               //0x240 (0x9DC5E0)
    char _0x0244[0x6AFA8];                        //0x244
    int Seed;                                     //0x6B1EC (0xA4758C)
    char _0x6B1F0[0x20];                          //0x6B1F0
    refdef_t RefDef;                              //0x6B210 (0xA475B0)
    char _0x6FD80[0x8D958];                       //0x6FD80
    client_t Client[18];                          //0xFD6D8 (0xAD9A78)
    char _0x1037E0[0x1148];                       //0x1037E0
    float SpreadMultiplier;                       //0x104928 (0xAE0CC8)
    char _0x10492C[0x4CF4];                       //0x10492C
    entity_t Entity[2048];                          //0x109620 (0xAE59C0)
}cg_t; //[Addr: 0x9DC3A0] [Size: 0x10C170]

typedef struct
{
    char _0x0000[0x8];                            //0x0
    int Width;                                    //0x8 (0x9D7E28)
    int Height;                                   //0xC (0x9D7E2C)
    char _0x0010[0x14];                           //0x10
    char GameType[4];                             //0x24 (0x9D7E44)
    char _0x0028[0x1C];                           //0x28
    char HostName[64];                            //0x44 (0x9D7E64)
    char _0x0084[0xC4];                           //0x84
    int MaxClients;                               //0x148 (0x9D7F68)
    char _0x014C[0x4];                            //0x14C
    char MapName[64];                             //0x150 (0x9D7F70)
    char _0x0190[0x43F0];                         //0x190
    cg_t CGame;                                   //0x4580 (0x9DC3A0)
}cgs_t; //[Addr: 0x9D7E20] [Size: 0x45C0]

typedef struct
{
    Vector Recoil;                                //0x0 (0x1140FEC)
    Vector Origin;                                //0xC (0x1140FF8)
    char _0x0018[0x80];                           //0x18
    float ViewAngleY;                             //0x98 (0x1141084)
    float ViewAngleX;                             //0x9C (0x1141088)
}ViewMatrix_t; //[Addr: 0x1140FEC] [Size: 0xA0]
"Credits: godly, usual, cypherpresents, cardoow, kingorgy, master131, alexak92, raiders..............."
Shown Player Name: ("iw5mp" + 59CBDD8) + 156

first player name in Lobby: 1D02714
second: firstplayer(1D02714) + 564
third: secondplayer + 564
.....

Primary weapon ammo first player: 1D08CE8
second: firstplayer(1D08CE8 ) + 38EC
third: secondplayer + 38EC
....

with the following the same

Primary reload first player : 1D08C68 ,38EC

Secondary normal and akimbo first player: 1D08CD0,1D08CD4 ,38EC

Secondary reload first player: 1D08C58 ,38EC

nade first player: 1D08CDC ,38EC


Tactic first player: 1D08CF4 ,38EC


Hp first player: 1B42444 ,274


Lobby size (im not 100% sure which is right once I edit only 5D46.. and got an 5 vs 10 lobby) :1408794,5D46ABC

goal score tdm:5AB104C
Posts 211–225 of 282 · Page 15 of 19

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