Paar Pattern:
Code:
DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC1\x00\x00\x00\x00\x8D\x91\x00\x00\x00\x00\x8B\xD8","xx????xx????xx",2,true);
DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\xF6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
DWORD dwAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x00\x00\x00\x00\xD9\x5D","x????xx????xx",1,true);
DWORD dwRoom = FindPattern((PBYTE)"\x8B\x35\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xD9\x40","xx????x????xx",2,true);
DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\xE9\x00\x00\x00\x00\xD8\x1D\x00\x00\x00\x00\xDF\xE0","xx????x????xx????xx",2,true);
DWORD dwNoBounds2 = dwNoBounds1 + 0x4;
DWORD dwNoBounds3 = dwNoBounds2 + 0x4;
DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\x00\x00\x00\x00\x00\x00\x00\x00\x85\xC0\x76\x00\xBE\x00\x00\x00\x00","xx????????xxx?x????",2,true);
DWORD dwImDrunk = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x3B\xF0","xx????x????x",2,true);
DWORD dwScopeSize = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\xA1\x00\x00\x00\x00","xx????xx????x????",2,true);
DWORD dwGlassWalls = FindPattern((PBYTE)"\xD9\x05\x00\x00\x00\x00\xD9\x5C\x24\x0C\xD9\xEE\xD8\x5C\x24\x0C\xDF\xE0","xx????xxxxxxxxxxxx",2,true);
DWORD dwPlantAnyWhereX = FindPattern((PBYTE)"\x88\x1D\x00\00\x00\x00\x88\x1D\x00\x00\x00\x00\x88\x1D","xx????xx????xx",2,true);
DWORD dwPlantAnyWhere = dwPlantAnyWhereX - 0x7;
DWORD dwDefuseAnyWhereX = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3","xx????xx????xx????xx",2,true);
DWORD dwDefuseAnyWhere = dwDefuseAnyWhereX + 0x4;
Paar Sources:
Code:
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}
Updated Structs:
Code:
struct CPlayer
{
char xUnknown1[50317];//0x00
BYTE Index;//0xC48D
char xUnknown2[16];//0xC48E
float Gravity_X;//0xC4A4
float Gravity_Y;//0xC4A8
float Gravity_Z;//0xC4AC
char xUnknown3[15440];//0xC4B0
float FastNadeBlast;//0x10100
char xUnknown4[188];//0x10104
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown5[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown6[270];//0x101DE
float PosX;//0x102EC
char xUnknown7[12];//0x102F0
float PosY;//0x102FC
char xUnknown8[12];//0x10300
float PosZ;//0x102F4
char xUnknown9[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown10[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown11[106];//0x10372
float NoM134Idle;//0x103DC
};
CServer
{
char xUnknown1[1036640];//0x00
int ImMaster;//0xFD160
char xUnknown2[20564];//0xFD164
BYTE Slot1;//0x1021B8
BYTE Slot2;//0x1021B9
BYTE Slot3;//0x1021BA
BYTE Slot4;//0x1021BB
BYTE Slot5;//0x1021BC
BYTE Slot6;//0x1021BD
BYTE Slot7;//0x1021BE
BYTE Slot8;//0x1021BF
char xUnknown3[98556];//0x1021C0
long Invisible;//0x11A2BC
};
struct CBase
{
CPlayer* pLocal;
char xUnknown1[1171732];
CPlayer** pGlobal;
};
D3D Colors:
Code:
#define DARKGRAY D3DCOLOR_ARGB(255,71,65,64)
#define STEELBLUE D3DCOLOR_ARGB(255,70,130,180)
#define SLATEGREY D3DCOLOR_ARGB(255,112,128,144)
#define ROSYBROWN D3DCOLOR_ARGB(255,188,143,43)
#define ROYALBLUE D3DCOLOR_ARGB(255,65,105,225)
#define POWDERBLUE D3DCOLOR_ARGB(255,176,224,230)
#define LIMEGREEN D3DCOLOR_ARGB(255,50,205,50)
#define LIGHTYELLOW D3DCOLOR_ARGB(255,198,255,0)
#define LIGHTSALMON D3DCOLOR_ARGB(255,255,160,122)
#define LIGHTSEAGREAN D3DCOLOR_ARGB(255,32,178,170)
#define LIGHTSKYBLUE D3DCOLOR_ARGB(255,135,206,250)
#define LIGHTSLATEBLUE D3DCOLOR_ARGB(255,132,112,255)
#define LIGHTSLATEGREY D3DCOLOR_ARGB(255,119,136,153)
#define LIGHTSTEELBLUE D3DCOLOR_ARGB(255,176,196,222)
#define LIGHTCORAL D3DCOLOR_ARGB(255,240,128,128)
Credits me.