LightbulbSimple no recoil source code.

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Simple no recoil source code.
Code:
Imports System.Runtime.InteropServices

Public Class Form1

    <DllImport("kernel32.dll")>
    Private Shared Function WriteProcessMemory(ByVal hProcess As IntPtr, ByVal lpBaseAddress As IntPtr, <[In](), Out()> ByVal buffer As Byte(), ByVal size As UInt32, ByRef lpNumberOfBytesWritten As IntPtr) As Int32
    End Function

    Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
        Dim Buffer As Byte() = New Byte() {&H90, &H90, &H90, &H90, &H90}
        WriteProcessMemory(Process.GetProcessesByName("IW5MP")(0).Handle, New IntPtr(&H427029), Buffer, UInt32.Parse(Buffer.Length), IntPtr.Zero)
    End Sub
End Class
Got bored also someone asked me for it, took me a minute to make you have to basically copy & paste it.

Credits, @MarkHC for the offset......
I thought this one was patched? @MarkHC didn't you say the 5 NOPs Crash the game? O_O
Quote Originally Posted by Kenshin13 View Post
I thought this one was patched? @MarkHC didn't you say the 5 NOPs Crash the game? O_O
Doesn't seem to crash for me
It did crash for previous versions.. maybe it is working again.. can't test so I don't know... Btw, NOPing functions is highly risky

And, @Geometrical, how did you find the offset? Seems to me you forgot the credits.. again.
Quote Originally Posted by MarkHC View Post
NOPing functions is highly risky
Are you suggesting that there are ways of writing no-recoil?
Quote Originally Posted by Geometrical View Post
Are you suggesting that there are ways of writing no-recoil?
Yes. Here:
Code:
typedef struct {
    Vector Recoil; //0x0044   <= See this?
    Vector vOrigin; //0x0050
    float DeltaOrigin[3]; //0x005C
    float ReadViewAngleY; //0x0068
    float ReadViewAngleX; //0x006C
    char _0x0070[108];
    float SetViewAngleY; //0x00DC
    float SetViewAngleX; //0x00E0
} ViewMatrix_t; //Size=0x00A4
As I know you don't know C++, I'll make it easier for you. Simply Find the offset for ViewMatrix (I believe my sig scanner has the pattern for it) then on a timer:

(Assuming &H100 is the offset found by the scanner)
Code:
WriteFloat(&H100, 0);
WriteFloat(&H104, 0);
WriteFloat(&H108, 0);
Totally undetected. But it is a bit buggy sometimes...
Quote Originally Posted by MarkHC View Post

Yes. Here:
Code:
typedef struct {
    Vector Recoil; //0x0044   <= See this?
    Vector vOrigin; //0x0050
    float DeltaOrigin[3]; //0x005C
    float ReadViewAngleY; //0x0068
    float ReadViewAngleX; //0x006C
    char _0x0070[108];
    float SetViewAngleY; //0x00DC
    float SetViewAngleX; //0x00E0
} ViewMatrix_t; //Size=0x00A4
As I know you don't know C++, I'll make it easier for you. Simply Find the offset for ViewMatrix (I believe my sig scanner has the pattern for it) then on a timer:

(Assuming &H100 is the offset found by the scanner)
Code:
WriteFloat(&H100, 0);
WriteFloat(&H104, 0);
WriteFloat(&H108, 0);
Totally undetected. But it is a bit buggy sometimes...
Doesn't seem to work, it just shakes the screen wildly whenever I shoot.

Quote Originally Posted by Geometrical View Post
Doesn't seem to work, it just shakes the screen wildly whenever I shoot.

CE's "Freezing" is much slower so maybe that's why.
Yeah.. you have to set it to the lower value possible, 1ms. And I think that's still too slow...
Quote Originally Posted by MarkHC View Post
Yeah.. you have to set it to the lower value possible, 1ms. And I think that's still too slow...
So I'll have to add multiple timers . If it still doesn't work , I'll stick to NOPing.

---------- Post added at 05:58 AM ---------- Previous post was at 05:55 AM ----------

Nope, it does not work .
Quote Originally Posted by Geometrical View Post
So I'll have to add multiple timers . If it still doesn't work , I'll stick to NOPing.

---------- Post added at 05:58 AM ---------- Previous post was at 05:55 AM ----------

Nope, it does not work .
Im gonna go all C++ on your ass but...

Manually map the code into the process and create a thread to do it... <- Flawless.
Or...Hook some undetected function (ui_ShowList?) and use that to write to it.
Faster it executes the better.
Quote Originally Posted by Kenshin13 View Post
Im gonna go all C++ on your ass but...

Manually map the code into the process and create a thread to do it... <- Flawless.
Or...Hook some undetected function (ui_ShowList?) and use that to write to it.
Faster it executes the better.
I can't do what what I don't know.........
Quote Originally Posted by Geometrical View Post
I can't do what what I don't know.........
Start with "C++ For Dummies" ;D
Then learn some simple WinAPI stuff and maybe D3D (DirectX)
And you'll be all __asm MOV Brain, Knowledge soon
Do you know what I'd have to do to make a hook? I haven't been able to find a tutorial on how to even make a basic hook.

Also why wouldn't it be possible to do this in an external application?
Quote Originally Posted by Final Byte View Post
Do you know what I'd have to do to make a hook? I haven't been able to find a tutorial on how to even make a basic hook.

Also why wouldn't it be possible to do this in an external application?
http://www.mpgh.net/forum/161-progra...tion-hook.html


^That's a nice little tutorial in C++ and Assembly on how to make a hook. (It's a mid function hook but.......)
Also it's not possible if you understand how the a hook works.
You overwrite the game code internally and tell it to call your code which you also keep in the same process (As with a DLL ... )

The game cannot call code from another process thus the only way to make it call "external" code is by injecting it.
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