Modern Warfare 3 Source Code / Address Thread
Code:
Name: Magic Number | Server ID | Match ID Offset: 0xFF5058 Length: 4-Bytes || DWORD Value: Changes with each game Use: Can be used to exploit a command to end games on unpatched versions of MW3 (TeknoMW3 Only) HOW TO USE: typedef (__cdecl* ProcessCommand)(int zero, char* Cmd); //Define ProcessCommand ProcessCommand endRoundProcess = 0x429920; //Instantiate(Proper Context for C++?) The "endRoundProcess". Similar to CBuf_AddText, you can use either. char buf[30]; //Create the buffer sprintf_s(buf, "mr %d -1 endround;", *(int*)0xFF5058); //Put the magic number in the endround command endRoundProcess(0, buf); //Send it to be processed.
I read all the addresses but IW5M are very less can anyone tell me how can i find Addresses (Cheat Engine yeah but Confuse which address is for what?)
Here's the address I used to draw the nametags for my newest release.
IW5M/Tekno Address:
You can use it like @barata55 and typedef it ->
Then loop through each entity filtering the enemies or every player and draw their names by changing alphaVal to 1.0f ->
::::::::::OR:::::::::::
You can hook it to make and toggle like I did which is useful if you don't use the Entity structure:
Credits: KingOrgy(Tutorial Which Made me do something similar), @barata55(Inspiration+Method A) and @Kenshin13(Finding the mofo)
This is how I found it. (Using IDA)
Look for a referenced string: "cg_friendlyNameFadeIn"
You may also try to find it using any of the following also:
Which will lead you to this:
Now if you cross-reference 0x8FAB48, you should get only one other function:
Good shit eh?
Looking at the bottom, you'll see that sub_588A10 is what takes the parameters. Therefore 0x588A10 is our function.
For the parameters:
So we get our typedef:
Voila.
IW5M/Tekno Address:
Code:
CG_DrawOverheadName ............ 0x00588A10
You can use it like @barata55 and typedef it ->
Code:
typedef (__cdecl* sub_588A10)(int cg_ClientNum, Entity cEntity, float alphaValue); sub_588A10 origFunc = (sub_588A10)0x00588A10;
Then loop through each entity filtering the enemies or every player and draw their names by changing alphaVal to 1.0f ->
Code:
for(int i=0; i<MAXENTITIES; i++)
{
if(cEntity.Type == ET_PLAYER && cEntity.IsValid && (cEntity.IsAlive & 1))
origFunc(CG->localClientNumber, cEntity, 1.0f);
}
::::::::::OR:::::::::::
You can hook it to make and toggle like I did which is useful if you don't use the Entity structure:
Code:
typedef (__cdecl *sub_588A10)(int var1, var2, float alpha);
sub_588A10 origFunc = NULL;
//Function to draw the names if they were to be draw ->
void __cdecl DrawNames(uint var1, uint var2, float alphaVal)
{
if(ShouldNamesBeDrawn) return origFunc(var1, var2, 1.0f);
else return origFunc(var1, var2, alphaVal);
}
//Our hook, six bytes long)
origFunc = (sub_588A10)DetourFunction((PBYTE)0x00588A10, (PBYTE)&DrawNames, 6);
Credits: KingOrgy(Tutorial Which Made me do something similar), @barata55(Inspiration+Method A) and @Kenshin13(Finding the mofo)
If you wanna update the offset...
This is how I found it. (Using IDA)
Look for a referenced string: "cg_friendlyNameFadeIn"
You may also try to find it using any of the following also:
Code:
[B] LODWORD(dword_8FAB74) = sub_4A5CF0((int)"cg_overheadNamesSize", 0.6499999761581421, 0.0, 100.0, 4); dword_8FAA80 = sub_4A5CF0((int)"cg_overheadNamesNearDist", 64.0, 0.0, 3.402823466385289e38, 4); dword_8FAB4C = sub_4A5CF0((int)"cg_overheadNamesFarDist", 512.0, 0.0, 3.402823466385289e38, 4); dword_B0A7E4 = sub_4A5CF0((int)"cg_overheadIconSize", 1.100000023841858, 0.0, 100.0, 4); dword_8FAB24 = sub_4A5CF0((int)"cg_overheadNamesFarScale", 0.699999988079071, 0.0, 3.402823466385289e38, 4); dword_8FF0F8 = sub_4A5CF0((int)"cg_overheadRankSize", 0.5, 0.0, 3.402823466385289e38, 4); dword_B04640 = sub_4A5CF0((int)"cg_overheadTitleSize", 0.5, 0.0, 3.402823466385289e38, 4); dword_B04684 = sub_44EB50((int)"cg_overheadNamesGlow", 0.0, 0.0, 0.0, 1.0, 4); dword_8FAB98 = sub_50C760((unsigned int)"cg_overheadNamesFont", 2, 0, 10, 4); dword_8FAAA4 = sub_50C760((unsigned int)"cg_friendlyNameFadeOut", 1500, 0, 2147483647, 4); [B]
Code:
dword_8FAB48 = sub_50C760((unsigned int)"cg_friendlyNameFadeIn", 0, 0, 2147483647, 4);
Code:
void __usercall sub_5891B0(int a1<eax>, char a2<cl>, int a3, int a4)
{
char v4; // bl@1
int v5; // ebp@1
int v6; // esi@6
int v7; // edi@8
char v8; // cl@13
int *v9; // edx@18
int v10; // eax@21
int v11; // edx@21
signed int v12; // ecx@21
int v13; // edi@21
int v14; // esi@21
double v15; // st7@22
int v16; // [sp+1Ch] [bp-18h]@1
int v17; // [sp+20h] [bp-14h]@1
int v18; // [sp+24h] [bp-10h]@1
int v19; // [sp+28h] [bp-Ch]@1
int v20; // [sp+2Ch] [bp-8h]@1
int v21; // [sp+30h] [bp-4h]@1
char v22; // [sp+38h] [bp+4h]@4
int v23; // [sp+38h] [bp+4h]@23
float v24; // [sp+38h] [bp+4h]@26
v4 = a2;
v16 = *(_DWORD *)(dword_8FAAB0 + 12);
v17 = *(_DWORD *)(dword_B0466C + 12);
v5 = a3;
v18 = *(_DWORD *)(dword_8FAB48 + 12); //This is our cross-referenced function.
v19 = *(_DWORD *)(dword_8FAAA4 + 12);
v20 = 250;
v21 = 250;
v22 = a1 == 3 || a1 && a1 == dword_9FC764[344 * a4];
v6 = LODWORD(dword_96A25C);
if ( (unsigned __int8)sub_4A5CA0(v5) )
v6 = sub_4BB3E0();
v7 = sub_481FA0(v5);
if ( (unsigned __int8)sub_489F70(v5) )
v7 = 0;
if ( v7 >= *(_DWORD *)(dword_8FAAB0 + 12) )
v4 = 0;
if ( v4 )
{
v8 = LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]);
if ( !(v8 & 1) )
{
LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) = v8 | 1;
dword_8F3980[3 * (a4 + 18 * v5) + 1] = v6;
}
dword_8F3980[3 * (a4 + 18 * v5)] = v6;
}
else
{
LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) &= 0xFEu;
}
if ( v7 <= 0 )
{
v9 = &v18;
if ( !v22 )
v9 = &v20;
}
else
{
v9 = &v16;
}
v12 = v9[1];
v13 = *v9;
v11 = dword_8F3980[3 * (a4 + 18 * v5)];
v10 = dword_8F3980[3 * (a4 + 18 * v5) + 1];
v14 = v6 - v11;
if ( v14 < v12 )
{
v23 = v11 - v10;
if ( v11 - v10 >= v13 )
v15 = (double)(v12 - v14) / (double)v12;
else
v15 = (double)v23 / (double)v13;
}
else
{
v15 = 0.0;
}
v24 = v15;
sub_588A10(v13, v5, (int)((char *)&unk_A08630 + 504 * a4), v24);
}
Looking at the bottom, you'll see that sub_588A10 is what takes the parameters. Therefore 0x588A10 is our function.
For the parameters:
Code:
void __usercall sub_588A10(char a1<dil>, int a2, int a3, float a4)
Code:
typedef (__cdecl* sub_588A10)(int a2, int a3, float a4);
http://www.mpgh.net/forum/604-call-d...ml#post6691749
Although I didn't bother to make a complete tutorial for this.. so good job bro 
Although I didn't bother to make a complete tutorial for this.. so good job bro 
You posted that? :O
Never even saw it...
LoL It works with other strings to...I tried 3 others.
And KingOrgy searched for a seperate string....He never searched "cg_friendlyNamesFadeIn" (or Out for that matter.) You found that yourself? :P
Well at least in the tutorial I saw.
Never even saw it...
LoL It works with other strings to...I tried 3 others.
And KingOrgy searched for a seperate string....He never searched "cg_friendlyNamesFadeIn" (or Out for that matter.) You found that yourself? :P
Well at least in the tutorial I saw.
Some Shit I just found:
Credits: Sfab1 For 1.5.387 Offsets, Me.
FINALLY Teh No-Spread Offsets!
Code:
SpreadMultiplier.........0x0043375A GetWeaponSpread..........0x004E1130 GetSpreadSeed............0x0096A25C GetRandomSpread..........0x005E0BC0
Courtesy @NightmareTX_RETIRED :P
Just tested. 
Code:
DrawThermalScreen(The Black-White Screen) .........0x0042E75E [NOP 5-Bytes Off Here] .........0x00A03938 [Change this BYTE to 1] ThermalOverlay(Looks sexy if you disable the above) .........0x004C1E30 [NOP 5-Bytes Off Here] .........0x05F9CCC0[Change this BYTE to 1]

1.4.382 (TeknoMW3/IW5M) SP Addresses :
Code:
Primary Ammo - iw5sp.exe+EA9898 Primary Ammo bullets - iw5sp.exe+EA9910 Grenades : iw5sp.exe+EA991C Flash Grenades : iw5sp.exe+EA9928
Once again, courtesy @NightmareTX_RETIRED
Code:
Server-Client Friction: 0x6DA734 Process Name: iw5mp_server.exe/iw5m_server.exe Function: Controls friction of objects in a server. Value Type: Floating-Point. Default Value: 1000.0
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