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WarRock - Pointer und Offsets
Discussion on WarRock - Pointer und Offsets within the WarRock forum part of the Shooter category.
03/20/2013, 00:48
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#571
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#Request Mem Artillery thank you.
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03/20/2013, 07:47
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#572
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Quote:
Originally Posted by diehuman1330
#Request Mem Artillery thank you.
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#define MEM_ARTILLERY 0x89AC00
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03/20/2013, 09:31
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#573
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Join Date: Feb 2011
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Quote:
Originally Posted by [N]oSoul
#define MEM_ARTILLERY 0x89AC00
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is this correct ??
#Request source code Thank you
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03/20/2013, 12:41
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#574
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Join Date: May 2012
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Quote:
Originally Posted by windowsxp925
is this correct ??
#Request source code Thank you 
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Wrong section: Use this:  and the source is Public
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03/21/2013, 07:42
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#575
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anyone warrock unpacked?
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03/21/2013, 15:13
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#576
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#Request ADR_Automedic_Ammo
Thanks
And esp struct
Thanks again
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03/24/2013, 16:01
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#577
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Quote:
Originally Posted by [N]oSoul
DWORD ADR_USER_GMWARNING = (ADR_POINTER_BASE+0xE4EC);
@Request WarRock Unpacked
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WarRock Unpacked Below
#Request
ADR_GMWarning
ADR_MEM_Artillery
ADR_MEM_NoDelay
Use Dump Below:

Virus Scans:
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03/26/2013, 21:56
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#578
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elite*gold: 0
Join Date: Nov 2012
Posts: 109
Received Thanks: 142
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Some Fresh Pattern, all credits to me,(and ida pro )
Fuck Yeah
Code:
//======[POINTER]=======//
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\xD8\x38\xA5\x00", "xxxx?", true, 1);
DWORD dwServerPointer = FindPattern((PBYTE)"\x83\x3D\x68\x38\xA5\x00\x00};", "xxxxx??", 2, true);
DWORD dwHealthPointer = FindPattern((PBYTE)"\x8B\xB0\x00\x00\x00\x00\xE8};", "xx????x", 2, true);
DWORD dwViewAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x2C","x???xxxx",1,true);
DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC6\x00\x00\x00\x00\x2B\xC2\x66\x89\x8E\xC8\x1B\x00\x00\x33\xC9};", "xx????xxxxxxxxxxx", true, 2);
DWORD dwMatrixPointer = FindPattern((PBYTE)"\xB9\x30\xA1\x9E\x00};","xxxx?",true,2);
//======[ADDRESS]=======//
DWORD dwFullbright1 = FindPattern((PBYTE)"\xD8\x05\x9C\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright2 = FindPattern((PBYTE)"\xD8\x05\xA4\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright3 = FindPattern((PBYTE)"\xD8\x05\xA8\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwQuickPlantDefuse = FindPattern((PBYTE)"\xD9\x1D\x60\x34\xA5\x00};","xxxxx?",2,true);
DWORD dwStamina1 = FindPattern((PBYTE)"\xD9\x05\xC8\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina2 = dwStamina1 + 4;
DWORD dwStamina3 = FindPattern((PBYTE)"\xD9\x05\xD0\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina4 = FindPattern((PBYTE)"\xD9\x05\xD4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina5 = dwStamina4 + 8;
DWORD dwNoSpawnWait = FindPattern((PBYTE)"\x2B\x05\x84\xBD\xB9\x00};","xxxxx?",2,true);
DWORD dwRollSpeed = FindPattern((PBYTE)"\xD9\x05\xF4\xA4\x89\x00};","xxxxx?",2,true);
DWORD dwSTW = FindPattern((PBYTE)"\xD8\x1D\xC4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwWTW = FindPattern((PBYTE)"\xD9\x05\xA4\x26\x87\x00};","xxxxx?",2,true);
DWORD dwBoneShot = FindPattern((PBYTE)"\xDC\x05\x38\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSuperNoSpread = FindPattern((PBYTE)"\xDD\x05\xA8\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwAutoMedicAmmo = FindPattern((PBYTE)"\xD9\x05\x30\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSprintSpeed = FindPattern((PBYTE)"\xD9\x05\x7C\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\xF8\xFC\x90\x00\x05\x00\x00\x00};","xxxxx?x???",2,true);
DWORD dwFastLockOn = FindPattern((PBYTE)"\x83\x3D\xAC\x34\xA5\x00\x00};","xxxxx??",2,true);
DWORD dwFastAmmo = FindPattern((PBYTE)"\xB9\x64\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastHealth = FindPattern((PBYTE)"\xB9\x6C\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastRepair = FindPattern((PBYTE)"\xC7\x00\x00\xC9\xB8\x00};","x??xx?",2,true);
DWORD dwFastFlag = FindPattern((PBYTE)"\x33\x05\x00\xB0\xA5\x00};","xx?xx?",2,true);
DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\xA0\xC7\xB8\x00};","xxxxx?",2,true);
DWORD dwNoBounds2 = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoBounds3 = FindPattern((PBYTE)"\xA1\xA8\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoWater1 = FindPattern((PBYTE)"\x33\x05\xFC\xAF\xA5\x00};","xxxxx?",2,true);
DWORD dwNoWater2 = FindPattern((PBYTE)"\xA1\xF8\xAF\xA5\x00};","xxxx?",1,true);
DWORD dwGlassWall = FindPattern((PBYTE)"\xD9\x05\x30\x35\xA5\x00};","xxxxx?",2,true);
DWORD dwNearFog = FindPattern((PBYTE)"\x8B\x35\x10\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwFarFog = FindPattern((PBYTE)"\x33\x05\x18\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwWorldInWater = FindPattern((PBYTE)"\x66\x83\x3D\x00\x38\xA5\x00\x00};","xxx?xx??",3,true);
DWORD dwChangeRollSt = FindPattern((PBYTE)"\xD9\x05\xC0\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwSilentWalk = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwHideFromRadar = FindPattern((PBYTE)"\xD9\x05\x30\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwSuperExplosion= FindPattern((PBYTE)"\xD9\x05\xA8\xAD\x89\x00};","xxxxx?",2,true);
DWORD dwRoomNumber = FindPattern((PBYTE)"\xFF\xB0\xA8\x08\x0E\x00};","xxxxx?",2,true);
DWORD dwInvisible = FindPattern((PBYTE)"\x8B\x86\x54\xF3\x0D\x00};","xxxxx?",2,true);
DWORD dwAntiAfk = FindPattern((PBYTE)"\xD9\x05\x54\xC7\xB8\x00};","xxxxx?",2,true);
//======[STATES]========//
DWORD dwWeaponReload = FindPattern((PBYTE)"\xA1\x30\x39\xA5\x00};","xxxx?",1,true);
DWORD dwWeaponShot = FindPattern((PBYTE)"\xA1\x24\x39\xA5\x00};","xxxx?",1,true);
DWORD dwPlayerVeichle = FindPattern((PBYTE)"\x8B\x0D\x1C\x39\xA5\x00};","xxxxx?",2,true);
DWORD dwPlayerProne = FindPattern((PBYTE)"\x8B\x0D\x10\x39\xA5\x00};","xxxxx?",2,true);
//======[OFFSETS]=======//
DWORD dwLevel = FindPattern ((PBYTE)"\x8B\x89\x00\x00\x00\x00\x89\x88;}", "xx????xx", 2, true);
DWORD dwDinar = dwLevel + 0x10;
DWORD dwSlotBase = FindPattern ((PBYTE)"\x8B\x84\x08\x7C\x5F\x0C\x00};","xxxxxx?",3,true);
DWORD dwWeapon1 = FindPattern ((PBYTE)"\x66\x8B\x80\xEC\x01\x01\x00}:","xxxxxx?",3,true);
DWORD dwWeapon2 = FindPattern ((PBYTE)"\x0F\xBF\x93\xEE\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwWeapon3 = FindPattern ((PBYTE)"\x0F\xBF\x80\xF0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwNoFallDamage = FindPattern ((PBYTE)"\x8D\x8B\xE8\x02\x01\x00};","xxxxx?",2,true);
DWORD dwView3D = FindPattern ((PBYTE)"\x66\x89\x87\xA0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwMap = FindPattern ((PBYTE)"\x05\x1C\x1C\x0C\x00};","xxxx?",1,true);
DWORD dwPlayerState = FindPattern ((PBYTE)"\x8B\x8F\xCC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwWeaponState = FindPattern ((PBYTE)"\x8B\xB7\xD0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwOfsX = FindPattern ((PBYTE)"\x81\xC1\x00\x03\x01\x00};","xx?xx?",2,true);
DWORD dwOfsY = FindPattern ((PBYTE)"\x8D\x83\x10\x03\x01\x00};","xxxxx?",2,true);
DWORD dwOfsZ = FindPattern ((PBYTE)"\x8D\x83\x08\x03\x01\x00};","xxxxx?",2,true);
DWORD dwNoRecoil1 = FindPattern ((PBYTE)"\x89\x8E\x44\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil2 = FindPattern ((PBYTE)"\x89\x8E\x48\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil3 = FindPattern ((PBYTE)"\x89\x86\x4C\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityX = FindPattern ((PBYTE)"\x8D\x8F\xAC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityY = FindPattern ((PBYTE)"\xD9\x87\xB0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoSpread = FindPattern ((PBYTE)"\xD9\x83\x10\x01\x01\x00};","xxxxx?",2,true);
DWORD dwNoDelay = FindPattern ((PBYTE)"\x8D\xBE\x10\x04\x01\x00};","xxxxx?",2,true);
DWORD dwPacket = FindPattern ((PBYTE)"\x05\xD8\xE8\x0B\x00};","xxxx?",1,true);
DWORD dwNoReload = FindPattern ((PBYTE)"\x88\x9E\x0D\x04\x01\x00};","xxxxx?",2,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\xE8\xA2\xA5\x0C\x00","xxxx?",5,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\x6A\x3C};","xx",0,true);
DWORD dwGlobalSize = FindPattern ((PBYTE)"\x69\xC0\x10\x1D\x00\x00};","xxxx??",2,true);
DWORD dwLocalSize = FindPattern ((PBYTE)"\x66\x89\xB0\x0C\xA4\x00\x00};","xxxxx??",3,true);
DWORD dwPremium = FindPattern ((PBYTE)"\x66\x8B\x80\x8C\x15\x00\x00};","xxxxx??",3,true);
DWORD dwSlot5 = FindPattern ((PBYTE)"\xC6\x83\xD4\x70\x0C\x00\x01};","xxxxx??",2,true);
Code:
Writelog("//**********************************************//\n//************* NoSoul AddyLogger *************//\n//*********** War Rock International ***********//\n//************** Version Private ***************//\n//**********************************************//");
Writelog("//================ [ Pointers ] ================//");
Writelog("#define ADR_PLAYERPOINTER 0x00%X",dwPlayerPointer);
Writelog("#define ADR_SERVERPOINTER 0x00%X",dwServerPointer);
Writelog("#define ADR_HEALTHPOINTER 0x00%X",dwHealthPointer);
Writelog("#define ADR_VIEWANGELS 0x00%X",dwViewAngels);
Writelog("#define ADR_MATRIXPOINTER 0x00%X",dwMatrixPointer);
Writelog("//================ [ Address ] ================//");
Writelog("#define ADR_QUICKPLANT 0x00%X",dwQuickPlantDefuse);
Writelog("#define ADR_FULLBRIGHT1 0x00%X",dwFullbright1);
Writelog("#define ADR_FULLBRIGHT2 0x00%X",dwFullbright2);
Writelog("#define ADR_FULLBRIGHT3 0x00%X",dwFullbright3);
Writelog("#define ADR_STAMINA1 0x00%X",dwStamina1);
Writelog("#define ADR_STAMINA2 0x00%X",dwStamina2);
Writelog("#define ADR_STAMINA3 0x00%X",dwStamina3);
Writelog("#define ADR_STAMINA4 0x00%X",dwStamina4);
Writelog("#define ADR_STAMINA5 0x00%X",dwStamina5);
Writelog("#define ADR_NOSPAWNWAIT 0x00%X",dwNoSpawnWait);
Writelog("#define ADR_ROLLSPEED 0x00%X",dwRollSpeed);
Writelog("#define ADR_STW 0x00%X",dwSTW);
Writelog("#define ADR_WTW 0x00%X",dwWTW);
Writelog("#define ADR_BONESHOT 0x00%X",dwBoneShot);
Writelog("#define ADR_SUPERNOSPREAD 0x00%X",dwSuperNoSpread);
Writelog("#define ADR_AUTOMEDICAMMO 0x00%X",dwAutoMedicAmmo);
Writelog("#define ADR_SPRINTSPEED 0x00%X",dwSprintSpeed);
Writelog("#define ADR_SCOPE 0x00%X",dwScope);
Writelog("#define ADR_FASTLOCKON 0x00%X",dwFastLockOn);
Writelog("#define ADR_FASTAMMO 0x00%X",dwFastAmmo);
Writelog("#define ADR_FASTMEDIC 0x00%X",dwFastHealth);
Writelog("#define ADR_FASTREPAIR 0x00%X",dwFastRepair);
Writelog("#define ADR_FASTFLAG 0x00%X",dwFastFlag);
Writelog("#define ADR_NOBOUNDS1 0x00%X",dwNoBounds1);
Writelog("#define ADR_NOBOUNDS2 0x00%X",dwNoBounds2);
Writelog("#define ADR_NOBOUNDS3 0x00%X",dwNoBounds3);
Writelog("#define ADR_NOWATER1 0x00%X",dwNoWater1);
Writelog("#define ADR_NOWATER2 0x00%X",dwNoWater2);
Writelog("#define ADR_GLASSWALL 0x00%X",dwGlassWall);
Writelog("#define ADR_NEARFOG 0x00%X",dwNearFog);
Writelog("#define ADR_FARFOG 0x00%X",dwFarFog);
Writelog("#define ADR_WORLDINWATER 0x00%X",dwWorldInWater);
Writelog("#define ADR_CHANGEROLLSTYLE 0x00%X",dwChangeRollSt);
Writelog("#define ADR_SILENTWALK 0x00%X",dwSilentWalk);
Writelog("#define ADR_HIDEFROMRADAR 0x00%X",dwHideFromRadar);
Writelog("#define ADR_SUPEREXPLOSION 0x00%X",dwSuperExplosion);
Writelog("#define ADR_ANTIAFKKICK 0x00%X",dwAntiAfk);
Writelog("#define ADR_INVISIBLE 0x00%X",dwInvisible);
Writelog("#define ADR_ROOMNUMBER 0x00%X",dwRoomNumber);
Writelog("//================ [ States ] ================//");
Writelog("#define ADR_WEAPONRELOAD 0x00%X",dwWeaponReload);
Writelog("#define ADR_WEAPONSHOT 0x00%X",dwWeaponShot);
Writelog("#define ADR_PLAYERVEHICLE 0x00%X",dwPlayerVeichle);
Writelog("#define ADR_PLAYERPRONE 0x00%X",dwPlayerProne);
Writelog("//================ [ Offsets ] ================//");
Writelog("#define OFS_LEVEL 0x00%X",dwLevel);
Writelog("#define OFS_DINAR 0x00%X",dwDinar);
Writelog("#define OFS_SLOTBASE 0x00%X",dwSlotBase);
Writelog("#define OFS_WEAPON1 0x00%X",dwWeapon1);
Writelog("#define OFS_WEAPON2 0x00%X",dwWeapon2);
Writelog("#define OFS_WEAPON3 0x00%X",dwWeapon3);
Writelog("#define OFS_NOFALLDAMAGE 0x00%X",dwNoFallDamage);
Writelog("#define OFS_3DPLAYERVIEW 0x00%X",dwView3D);
Writelog("#define OFS_MAP 0x00%X",dwMap);
Writelog("#define OFS_PLAYERSTATE 0x00%X",dwPlayerState);
Writelog("#define OFS_WEAPONSTATE 0x00%X",dwWeaponState);
Writelog("#define OFS_X 0x00%X",dwOfsX);
Writelog("#define OFS_Y 0x00%X",dwOfsY);
Writelog("#define OFS_Z 0x00%X",dwOfsZ);
Writelog("#define OFS_NORECOIL1 0x00%X",dwNoRecoil1);
Writelog("#define OFS_NORECOIL2 0x00%X",dwNoRecoil2);
Writelog("#define OFS_NORECOIL3 0x00%X",dwNoRecoil3);
Writelog("#define OFS_SLOT5 0x00%X",dwSlot5);
Writelog("#define OFS_GLOBALSIZE 0x00%X",dwGlobalSize);
Writelog("#define OFS_LOCALSIZE 0x00%X",dwLocalSize);
Writelog("#define OFS_NOSPREAD 0x00%X",dwNoSpread);
Writelog("#define OFS_PREMIUM 0x00%X",dwPremium);
Writelog("#define OFS_GRAVITY_Y 0x00%X",dwGravityY);
Writelog("#define OFS_GRAVITY_X 0x00%X",dwGravityX);
Writelog("#define OFS_NODELAY 0x00%X",dwNoDelay);
Writelog("#define OFS_NORELOAD 0x00%X",dwNoReload);
Writelog("#define OFS_PACKET 0x00%X",dwPacket);
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03/27/2013, 12:06
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#579
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elite*gold: 0
Join Date: Sep 2012
Posts: 182
Received Thanks: 223
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Quote:
Originally Posted by [N]oSoul
Some Fresh Pattern, all credits to me,(and ida pro )
Fuck Yeah
Code:
//======[POINTER]=======//
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\xD8\x38\xA5\x00", "xxxx?", true, 1);
DWORD dwServerPointer = FindPattern((PBYTE)"\x83\x3D\x68\x38\xA5\x00\x00};", "xxxxx??", 2, true);
DWORD dwHealthPointer = FindPattern((PBYTE)"\x8B\xB0\x00\x00\x00\x00\xE8};", "xx????x", 2, true);
DWORD dwViewAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x2C","x???xxxx",1,true);
DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC6\x00\x00\x00\x00\x2B\xC2\x66\x89\x8E\xC8\x1B\x00\x00\x33\xC9};", "xx????xxxxxxxxxxx", true, 2);
DWORD dwMatrixPointer = FindPattern((PBYTE)"\xB9\x30\xA1\x9E\x00};","xxxx?",true,2);
//======[ADDRESS]=======//
DWORD dwFullbright1 = FindPattern((PBYTE)"\xD8\x05\x9C\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright2 = FindPattern((PBYTE)"\xD8\x05\xA4\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright3 = FindPattern((PBYTE)"\xD8\x05\xA8\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwQuickPlantDefuse = FindPattern((PBYTE)"\xD9\x1D\x60\x34\xA5\x00};","xxxxx?",2,true);
DWORD dwStamina1 = FindPattern((PBYTE)"\xD9\x05\xC8\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina2 = dwStamina1 + 4;
DWORD dwStamina3 = FindPattern((PBYTE)"\xD9\x05\xD0\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina4 = FindPattern((PBYTE)"\xD9\x05\xD4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina5 = dwStamina4 + 8;
DWORD dwNoSpawnWait = FindPattern((PBYTE)"\x2B\x05\x84\xBD\xB9\x00};","xxxxx?",2,true);
DWORD dwRollSpeed = FindPattern((PBYTE)"\xD9\x05\xF4\xA4\x89\x00};","xxxxx?",2,true);
DWORD dwSTW = FindPattern((PBYTE)"\xD8\x1D\xC4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwWTW = FindPattern((PBYTE)"\xD9\x05\xA4\x26\x87\x00};","xxxxx?",2,true);
DWORD dwBoneShot = FindPattern((PBYTE)"\xDC\x05\x38\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSuperNoSpread = FindPattern((PBYTE)"\xDD\x05\xA8\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwAutoMedicAmmo = FindPattern((PBYTE)"\xD9\x05\x30\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSprintSpeed = FindPattern((PBYTE)"\xD9\x05\x7C\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\xF8\xFC\x90\x00\x05\x00\x00\x00};","xxxxx?x???",2,true);
DWORD dwFastLockOn = FindPattern((PBYTE)"\x83\x3D\xAC\x34\xA5\x00\x00};","xxxxx??",2,true);
DWORD dwFastAmmo = FindPattern((PBYTE)"\xB9\x64\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastHealth = FindPattern((PBYTE)"\xB9\x6C\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastRepair = FindPattern((PBYTE)"\xC7\x00\x00\xC9\xB8\x00};","x??xx?",2,true);
DWORD dwFastFlag = FindPattern((PBYTE)"\x33\x05\x00\xB0\xA5\x00};","xx?xx?",2,true);
DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\xA0\xC7\xB8\x00};","xxxxx?",2,true);
DWORD dwNoBounds2 = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoBounds3 = FindPattern((PBYTE)"\xA1\xA8\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoWater1 = FindPattern((PBYTE)"\x33\x05\xFC\xAF\xA5\x00};","xxxxx?",2,true);
DWORD dwNoWater2 = FindPattern((PBYTE)"\xA1\xF8\xAF\xA5\x00};","xxxx?",1,true);
DWORD dwGlassWall = FindPattern((PBYTE)"\xD9\x05\x30\x35\xA5\x00};","xxxxx?",2,true);
DWORD dwNearFog = FindPattern((PBYTE)"\x8B\x35\x10\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwFarFog = FindPattern((PBYTE)"\x33\x05\x18\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwWorldInWater = FindPattern((PBYTE)"\x66\x83\x3D\x00\x38\xA5\x00\x00};","xxx?xx??",3,true);
DWORD dwChangeRollSt = FindPattern((PBYTE)"\xD9\x05\xC0\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwSilentWalk = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwHideFromRadar = FindPattern((PBYTE)"\xD9\x05\x30\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwSuperExplosion= FindPattern((PBYTE)"\xD9\x05\xA8\xAD\x89\x00};","xxxxx?",2,true);
DWORD dwRoomNumber = FindPattern((PBYTE)"\xFF\xB0\xA8\x08\x0E\x00};","xxxxx?",2,true);
DWORD dwInvisible = FindPattern((PBYTE)"\x8B\x86\x54\xF3\x0D\x00};","xxxxx?",2,true);
DWORD dwAntiAfk = FindPattern((PBYTE)"\xD9\x05\x54\xC7\xB8\x00};","xxxxx?",2,true);
//======[STATES]========//
DWORD dwWeaponReload = FindPattern((PBYTE)"\xA1\x30\x39\xA5\x00};","xxxx?",1,true);
DWORD dwWeaponShot = FindPattern((PBYTE)"\xA1\x24\x39\xA5\x00};","xxxx?",1,true);
DWORD dwPlayerVeichle = FindPattern((PBYTE)"\x8B\x0D\x1C\x39\xA5\x00};","xxxxx?",2,true);
DWORD dwPlayerProne = FindPattern((PBYTE)"\x8B\x0D\x10\x39\xA5\x00};","xxxxx?",2,true);
//======[OFFSETS]=======//
DWORD dwLevel = FindPattern ((PBYTE)"\x8B\x89\x00\x00\x00\x00\x89\x88;}", "xx????xx", 2, true);
DWORD dwDinar = dwLevel + 0x10;
DWORD dwSlotBase = FindPattern ((PBYTE)"\x8B\x84\x08\x7C\x5F\x0C\x00};","xxxxxx?",3,true);
DWORD dwWeapon1 = FindPattern ((PBYTE)"\x66\x8B\x80\xEC\x01\x01\x00}:","xxxxxx?",3,true);
DWORD dwWeapon2 = FindPattern ((PBYTE)"\x0F\xBF\x93\xEE\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwWeapon3 = FindPattern ((PBYTE)"\x0F\xBF\x80\xF0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwNoFallDamage = FindPattern ((PBYTE)"\x8D\x8B\xE8\x02\x01\x00};","xxxxx?",2,true);
DWORD dwView3D = FindPattern ((PBYTE)"\x66\x89\x87\xA0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwMap = FindPattern ((PBYTE)"\x05\x1C\x1C\x0C\x00};","xxxx?",1,true);
DWORD dwPlayerState = FindPattern ((PBYTE)"\x8B\x8F\xCC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwWeaponState = FindPattern ((PBYTE)"\x8B\xB7\xD0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwOfsX = FindPattern ((PBYTE)"\x81\xC1\x00\x03\x01\x00};","xx?xx?",2,true);
DWORD dwOfsY = FindPattern ((PBYTE)"\x8D\x83\x10\x03\x01\x00};","xxxxx?",2,true);
DWORD dwOfsZ = FindPattern ((PBYTE)"\x8D\x83\x08\x03\x01\x00};","xxxxx?",2,true);
DWORD dwNoRecoil1 = FindPattern ((PBYTE)"\x89\x8E\x44\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil2 = FindPattern ((PBYTE)"\x89\x8E\x48\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil3 = FindPattern ((PBYTE)"\x89\x86\x4C\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityX = FindPattern ((PBYTE)"\x8D\x8F\xAC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityY = FindPattern ((PBYTE)"\xD9\x87\xB0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoSpread = FindPattern ((PBYTE)"\xD9\x83\x10\x01\x01\x00};","xxxxx?",2,true);
DWORD dwNoDelay = FindPattern ((PBYTE)"\x8D\xBE\x10\x04\x01\x00};","xxxxx?",2,true);
DWORD dwPacket = FindPattern ((PBYTE)"\x05\xD8\xE8\x0B\x00};","xxxx?",1,true);
DWORD dwNoReload = FindPattern ((PBYTE)"\x88\x9E\x0D\x04\x01\x00};","xxxxx?",2,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\xE8\xA2\xA5\x0C\x00","xxxx?",5,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\x6A\x3C};","xx",0,true);
DWORD dwGlobalSize = FindPattern ((PBYTE)"\x69\xC0\x10\x1D\x00\x00};","xxxx??",2,true);
DWORD dwLocalSize = FindPattern ((PBYTE)"\x66\x89\xB0\x0C\xA4\x00\x00};","xxxxx??",3,true);
DWORD dwPremium = FindPattern ((PBYTE)"\x66\x8B\x80\x8C\x15\x00\x00};","xxxxx??",3,true);
DWORD dwSlot5 = FindPattern ((PBYTE)"\xC6\x83\xD4\x70\x0C\x00\x01};","xxxxx??",2,true);
Code:
Writelog("//**********************************************//\n//************* NoSoul AddyLogger *************//\n//*********** War Rock International ***********//\n//************** Version Private ***************//\n//**********************************************//");
Writelog("//================ [ Pointers ] ================//");
Writelog("#define ADR_PLAYERPOINTER 0x00%X",dwPlayerPointer);
Writelog("#define ADR_SERVERPOINTER 0x00%X",dwServerPointer);
Writelog("#define ADR_HEALTHPOINTER 0x00%X",dwHealthPointer);
Writelog("#define ADR_VIEWANGELS 0x00%X",dwViewAngels);
Writelog("#define ADR_MATRIXPOINTER 0x00%X",dwMatrixPointer);
Writelog("//================ [ Address ] ================//");
Writelog("#define ADR_QUICKPLANT 0x00%X",dwQuickPlantDefuse);
Writelog("#define ADR_FULLBRIGHT1 0x00%X",dwFullbright1);
Writelog("#define ADR_FULLBRIGHT2 0x00%X",dwFullbright2);
Writelog("#define ADR_FULLBRIGHT3 0x00%X",dwFullbright3);
Writelog("#define ADR_STAMINA1 0x00%X",dwStamina1);
Writelog("#define ADR_STAMINA2 0x00%X",dwStamina2);
Writelog("#define ADR_STAMINA3 0x00%X",dwStamina3);
Writelog("#define ADR_STAMINA4 0x00%X",dwStamina4);
Writelog("#define ADR_STAMINA5 0x00%X",dwStamina5);
Writelog("#define ADR_NOSPAWNWAIT 0x00%X",dwNoSpawnWait);
Writelog("#define ADR_ROLLSPEED 0x00%X",dwRollSpeed);
Writelog("#define ADR_STW 0x00%X",dwSTW);
Writelog("#define ADR_WTW 0x00%X",dwWTW);
Writelog("#define ADR_BONESHOT 0x00%X",dwBoneShot);
Writelog("#define ADR_SUPERNOSPREAD 0x00%X",dwSuperNoSpread);
Writelog("#define ADR_AUTOMEDICAMMO 0x00%X",dwAutoMedicAmmo);
Writelog("#define ADR_SPRINTSPEED 0x00%X",dwSprintSpeed);
Writelog("#define ADR_SCOPE 0x00%X",dwScope);
Writelog("#define ADR_FASTLOCKON 0x00%X",dwFastLockOn);
Writelog("#define ADR_FASTAMMO 0x00%X",dwFastAmmo);
Writelog("#define ADR_FASTMEDIC 0x00%X",dwFastHealth);
Writelog("#define ADR_FASTREPAIR 0x00%X",dwFastRepair);
Writelog("#define ADR_FASTFLAG 0x00%X",dwFastFlag);
Writelog("#define ADR_NOBOUNDS1 0x00%X",dwNoBounds1);
Writelog("#define ADR_NOBOUNDS2 0x00%X",dwNoBounds2);
Writelog("#define ADR_NOBOUNDS3 0x00%X",dwNoBounds3);
Writelog("#define ADR_NOWATER1 0x00%X",dwNoWater1);
Writelog("#define ADR_NOWATER2 0x00%X",dwNoWater2);
Writelog("#define ADR_GLASSWALL 0x00%X",dwGlassWall);
Writelog("#define ADR_NEARFOG 0x00%X",dwNearFog);
Writelog("#define ADR_FARFOG 0x00%X",dwFarFog);
Writelog("#define ADR_WORLDINWATER 0x00%X",dwWorldInWater);
Writelog("#define ADR_CHANGEROLLSTYLE 0x00%X",dwChangeRollSt);
Writelog("#define ADR_SILENTWALK 0x00%X",dwSilentWalk);
Writelog("#define ADR_HIDEFROMRADAR 0x00%X",dwHideFromRadar);
Writelog("#define ADR_SUPEREXPLOSION 0x00%X",dwSuperExplosion);
Writelog("#define ADR_ANTIAFKKICK 0x00%X",dwAntiAfk);
Writelog("#define ADR_INVISIBLE 0x00%X",dwInvisible);
Writelog("#define ADR_ROOMNUMBER 0x00%X",dwRoomNumber);
Writelog("//================ [ States ] ================//");
Writelog("#define ADR_WEAPONRELOAD 0x00%X",dwWeaponReload);
Writelog("#define ADR_WEAPONSHOT 0x00%X",dwWeaponShot);
Writelog("#define ADR_PLAYERVEHICLE 0x00%X",dwPlayerVeichle);
Writelog("#define ADR_PLAYERPRONE 0x00%X",dwPlayerProne);
Writelog("//================ [ Offsets ] ================//");
Writelog("#define OFS_LEVEL 0x00%X",dwLevel);
Writelog("#define OFS_DINAR 0x00%X",dwDinar);
Writelog("#define OFS_SLOTBASE 0x00%X",dwSlotBase);
Writelog("#define OFS_WEAPON1 0x00%X",dwWeapon1);
Writelog("#define OFS_WEAPON2 0x00%X",dwWeapon2);
Writelog("#define OFS_WEAPON3 0x00%X",dwWeapon3);
Writelog("#define OFS_NOFALLDAMAGE 0x00%X",dwNoFallDamage);
Writelog("#define OFS_3DPLAYERVIEW 0x00%X",dwView3D);
Writelog("#define OFS_MAP 0x00%X",dwMap);
Writelog("#define OFS_PLAYERSTATE 0x00%X",dwPlayerState);
Writelog("#define OFS_WEAPONSTATE 0x00%X",dwWeaponState);
Writelog("#define OFS_X 0x00%X",dwOfsX);
Writelog("#define OFS_Y 0x00%X",dwOfsY);
Writelog("#define OFS_Z 0x00%X",dwOfsZ);
Writelog("#define OFS_NORECOIL1 0x00%X",dwNoRecoil1);
Writelog("#define OFS_NORECOIL2 0x00%X",dwNoRecoil2);
Writelog("#define OFS_NORECOIL3 0x00%X",dwNoRecoil3);
Writelog("#define OFS_SLOT5 0x00%X",dwSlot5);
Writelog("#define OFS_GLOBALSIZE 0x00%X",dwGlobalSize);
Writelog("#define OFS_LOCALSIZE 0x00%X",dwLocalSize);
Writelog("#define OFS_NOSPREAD 0x00%X",dwNoSpread);
Writelog("#define OFS_PREMIUM 0x00%X",dwPremium);
Writelog("#define OFS_GRAVITY_Y 0x00%X",dwGravityY);
Writelog("#define OFS_GRAVITY_X 0x00%X",dwGravityX);
Writelog("#define OFS_NODELAY 0x00%X",dwNoDelay);
Writelog("#define OFS_NORELOAD 0x00%X",dwNoReload);
Writelog("#define OFS_PACKET 0x00%X",dwPacket);
|
Die Pattern sind für'n Arsch ..
Code:
"\xA1\x30\x39\xA5\x00};","xxxx?",1,
Du solltest dir noch mal erklären lassen, wie das funktioniert.
|
|
|
03/27/2013, 15:58
|
#580
|
elite*gold: 0
Join Date: Apr 2012
Posts: 594
Received Thanks: 810
|
Quote:
Originally Posted by [N]oSoul
Some Fresh Pattern, all credits to me,(and ida pro )
Fuck Yeah
Code:
//======[POINTER]=======//
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\xD8\x38\xA5\x00", "xxxx?", true, 1);
DWORD dwServerPointer = FindPattern((PBYTE)"\x83\x3D\x68\x38\xA5\x00\x00};", "xxxxx??", 2, true);
DWORD dwHealthPointer = FindPattern((PBYTE)"\x8B\xB0\x00\x00\x00\x00\xE8};", "xx????x", 2, true);
DWORD dwViewAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x2C","x???xxxx",1,true);
DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC6\x00\x00\x00\x00\x2B\xC2\x66\x89\x8E\xC8\x1B\x00\x00\x33\xC9};", "xx????xxxxxxxxxxx", true, 2);
DWORD dwMatrixPointer = FindPattern((PBYTE)"\xB9\x30\xA1\x9E\x00};","xxxx?",true,2);
//======[ADDRESS]=======//
DWORD dwFullbright1 = FindPattern((PBYTE)"\xD8\x05\x9C\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright2 = FindPattern((PBYTE)"\xD8\x05\xA4\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwFullbright3 = FindPattern((PBYTE)"\xD8\x05\xA8\x43\xA5\x00};","xxxxx?",2,true);
DWORD dwQuickPlantDefuse = FindPattern((PBYTE)"\xD9\x1D\x60\x34\xA5\x00};","xxxxx?",2,true);
DWORD dwStamina1 = FindPattern((PBYTE)"\xD9\x05\xC8\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina2 = dwStamina1 + 4;
DWORD dwStamina3 = FindPattern((PBYTE)"\xD9\x05\xD0\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina4 = FindPattern((PBYTE)"\xD9\x05\xD4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwStamina5 = dwStamina4 + 8;
DWORD dwNoSpawnWait = FindPattern((PBYTE)"\x2B\x05\x84\xBD\xB9\x00};","xxxxx?",2,true);
DWORD dwRollSpeed = FindPattern((PBYTE)"\xD9\x05\xF4\xA4\x89\x00};","xxxxx?",2,true);
DWORD dwSTW = FindPattern((PBYTE)"\xD8\x1D\xC4\x28\x87\x00};","xxxxx?",2,true);
DWORD dwWTW = FindPattern((PBYTE)"\xD9\x05\xA4\x26\x87\x00};","xxxxx?",2,true);
DWORD dwBoneShot = FindPattern((PBYTE)"\xDC\x05\x38\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSuperNoSpread = FindPattern((PBYTE)"\xDD\x05\xA8\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwAutoMedicAmmo = FindPattern((PBYTE)"\xD9\x05\x30\xB1\x89\x00};","xxxxx?",2,true);
DWORD dwSprintSpeed = FindPattern((PBYTE)"\xD9\x05\x7C\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\xF8\xFC\x90\x00\x05\x00\x00\x00};","xxxxx?x???",2,true);
DWORD dwFastLockOn = FindPattern((PBYTE)"\x83\x3D\xAC\x34\xA5\x00\x00};","xxxxx??",2,true);
DWORD dwFastAmmo = FindPattern((PBYTE)"\xB9\x64\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastHealth = FindPattern((PBYTE)"\xB9\x6C\x87\xA5\x00};","xxxx?",1,true);
DWORD dwFastRepair = FindPattern((PBYTE)"\xC7\x00\x00\xC9\xB8\x00};","x??xx?",2,true);
DWORD dwFastFlag = FindPattern((PBYTE)"\x33\x05\x00\xB0\xA5\x00};","xx?xx?",2,true);
DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\xA0\xC7\xB8\x00};","xxxxx?",2,true);
DWORD dwNoBounds2 = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoBounds3 = FindPattern((PBYTE)"\xA1\xA8\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwNoWater1 = FindPattern((PBYTE)"\x33\x05\xFC\xAF\xA5\x00};","xxxxx?",2,true);
DWORD dwNoWater2 = FindPattern((PBYTE)"\xA1\xF8\xAF\xA5\x00};","xxxx?",1,true);
DWORD dwGlassWall = FindPattern((PBYTE)"\xD9\x05\x30\x35\xA5\x00};","xxxxx?",2,true);
DWORD dwNearFog = FindPattern((PBYTE)"\x8B\x35\x10\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwFarFog = FindPattern((PBYTE)"\x33\x05\x18\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwWorldInWater = FindPattern((PBYTE)"\x66\x83\x3D\x00\x38\xA5\x00\x00};","xxx?xx??",3,true);
DWORD dwChangeRollSt = FindPattern((PBYTE)"\xD9\x05\xC0\xA3\x89\x00};","xxxxx?",2,true);
DWORD dwSilentWalk = FindPattern((PBYTE)"\xA1\xA4\xC7\xB8\x00};","xxxx?",1,true);
DWORD dwHideFromRadar = FindPattern((PBYTE)"\xD9\x05\x30\xB0\xA5\x00};","xxxxx?",2,true);
DWORD dwSuperExplosion= FindPattern((PBYTE)"\xD9\x05\xA8\xAD\x89\x00};","xxxxx?",2,true);
DWORD dwRoomNumber = FindPattern((PBYTE)"\xFF\xB0\xA8\x08\x0E\x00};","xxxxx?",2,true);
DWORD dwInvisible = FindPattern((PBYTE)"\x8B\x86\x54\xF3\x0D\x00};","xxxxx?",2,true);
DWORD dwAntiAfk = FindPattern((PBYTE)"\xD9\x05\x54\xC7\xB8\x00};","xxxxx?",2,true);
//======[STATES]========//
DWORD dwWeaponReload = FindPattern((PBYTE)"\xA1\x30\x39\xA5\x00};","xxxx?",1,true);
DWORD dwWeaponShot = FindPattern((PBYTE)"\xA1\x24\x39\xA5\x00};","xxxx?",1,true);
DWORD dwPlayerVeichle = FindPattern((PBYTE)"\x8B\x0D\x1C\x39\xA5\x00};","xxxxx?",2,true);
DWORD dwPlayerProne = FindPattern((PBYTE)"\x8B\x0D\x10\x39\xA5\x00};","xxxxx?",2,true);
//======[OFFSETS]=======//
DWORD dwLevel = FindPattern ((PBYTE)"\x8B\x89\x00\x00\x00\x00\x89\x88;}", "xx????xx", 2, true);
DWORD dwDinar = dwLevel + 0x10;
DWORD dwSlotBase = FindPattern ((PBYTE)"\x8B\x84\x08\x7C\x5F\x0C\x00};","xxxxxx?",3,true);
DWORD dwWeapon1 = FindPattern ((PBYTE)"\x66\x8B\x80\xEC\x01\x01\x00}:","xxxxxx?",3,true);
DWORD dwWeapon2 = FindPattern ((PBYTE)"\x0F\xBF\x93\xEE\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwWeapon3 = FindPattern ((PBYTE)"\x0F\xBF\x80\xF0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwNoFallDamage = FindPattern ((PBYTE)"\x8D\x8B\xE8\x02\x01\x00};","xxxxx?",2,true);
DWORD dwView3D = FindPattern ((PBYTE)"\x66\x89\x87\xA0\x01\x01\x00};","xxxxxx?",3,true);
DWORD dwMap = FindPattern ((PBYTE)"\x05\x1C\x1C\x0C\x00};","xxxx?",1,true);
DWORD dwPlayerState = FindPattern ((PBYTE)"\x8B\x8F\xCC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwWeaponState = FindPattern ((PBYTE)"\x8B\xB7\xD0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwOfsX = FindPattern ((PBYTE)"\x81\xC1\x00\x03\x01\x00};","xx?xx?",2,true);
DWORD dwOfsY = FindPattern ((PBYTE)"\x8D\x83\x10\x03\x01\x00};","xxxxx?",2,true);
DWORD dwOfsZ = FindPattern ((PBYTE)"\x8D\x83\x08\x03\x01\x00};","xxxxx?",2,true);
DWORD dwNoRecoil1 = FindPattern ((PBYTE)"\x89\x8E\x44\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil2 = FindPattern ((PBYTE)"\x89\x8E\x48\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoRecoil3 = FindPattern ((PBYTE)"\x89\x86\x4C\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityX = FindPattern ((PBYTE)"\x8D\x8F\xAC\xC4\x00\x00};","xxxx??",2,true);
DWORD dwGravityY = FindPattern ((PBYTE)"\xD9\x87\xB0\xC4\x00\x00};","xxxx??",2,true);
DWORD dwNoSpread = FindPattern ((PBYTE)"\xD9\x83\x10\x01\x01\x00};","xxxxx?",2,true);
DWORD dwNoDelay = FindPattern ((PBYTE)"\x8D\xBE\x10\x04\x01\x00};","xxxxx?",2,true);
DWORD dwPacket = FindPattern ((PBYTE)"\x05\xD8\xE8\x0B\x00};","xxxx?",1,true);
DWORD dwNoReload = FindPattern ((PBYTE)"\x88\x9E\x0D\x04\x01\x00};","xxxxx?",2,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\xE8\xA2\xA5\x0C\x00","xxxx?",5,true);
//DWORD dwCommand = FindPattern ((PBYTE)"\x6A\x3C};","xx",0,true);
DWORD dwGlobalSize = FindPattern ((PBYTE)"\x69\xC0\x10\x1D\x00\x00};","xxxx??",2,true);
DWORD dwLocalSize = FindPattern ((PBYTE)"\x66\x89\xB0\x0C\xA4\x00\x00};","xxxxx??",3,true);
DWORD dwPremium = FindPattern ((PBYTE)"\x66\x8B\x80\x8C\x15\x00\x00};","xxxxx??",3,true);
DWORD dwSlot5 = FindPattern ((PBYTE)"\xC6\x83\xD4\x70\x0C\x00\x01};","xxxxx??",2,true);
Code:
Writelog("//**********************************************//\n//************* NoSoul AddyLogger *************//\n//*********** War Rock International ***********//\n//************** Version Private ***************//\n//**********************************************//");
Writelog("//================ [ Pointers ] ================//");
Writelog("#define ADR_PLAYERPOINTER 0x00%X",dwPlayerPointer);
Writelog("#define ADR_SERVERPOINTER 0x00%X",dwServerPointer);
Writelog("#define ADR_HEALTHPOINTER 0x00%X",dwHealthPointer);
Writelog("#define ADR_VIEWANGELS 0x00%X",dwViewAngels);
Writelog("#define ADR_MATRIXPOINTER 0x00%X",dwMatrixPointer);
Writelog("//================ [ Address ] ================//");
Writelog("#define ADR_QUICKPLANT 0x00%X",dwQuickPlantDefuse);
Writelog("#define ADR_FULLBRIGHT1 0x00%X",dwFullbright1);
Writelog("#define ADR_FULLBRIGHT2 0x00%X",dwFullbright2);
Writelog("#define ADR_FULLBRIGHT3 0x00%X",dwFullbright3);
Writelog("#define ADR_STAMINA1 0x00%X",dwStamina1);
Writelog("#define ADR_STAMINA2 0x00%X",dwStamina2);
Writelog("#define ADR_STAMINA3 0x00%X",dwStamina3);
Writelog("#define ADR_STAMINA4 0x00%X",dwStamina4);
Writelog("#define ADR_STAMINA5 0x00%X",dwStamina5);
Writelog("#define ADR_NOSPAWNWAIT 0x00%X",dwNoSpawnWait);
Writelog("#define ADR_ROLLSPEED 0x00%X",dwRollSpeed);
Writelog("#define ADR_STW 0x00%X",dwSTW);
Writelog("#define ADR_WTW 0x00%X",dwWTW);
Writelog("#define ADR_BONESHOT 0x00%X",dwBoneShot);
Writelog("#define ADR_SUPERNOSPREAD 0x00%X",dwSuperNoSpread);
Writelog("#define ADR_AUTOMEDICAMMO 0x00%X",dwAutoMedicAmmo);
Writelog("#define ADR_SPRINTSPEED 0x00%X",dwSprintSpeed);
Writelog("#define ADR_SCOPE 0x00%X",dwScope);
Writelog("#define ADR_FASTLOCKON 0x00%X",dwFastLockOn);
Writelog("#define ADR_FASTAMMO 0x00%X",dwFastAmmo);
Writelog("#define ADR_FASTMEDIC 0x00%X",dwFastHealth);
Writelog("#define ADR_FASTREPAIR 0x00%X",dwFastRepair);
Writelog("#define ADR_FASTFLAG 0x00%X",dwFastFlag);
Writelog("#define ADR_NOBOUNDS1 0x00%X",dwNoBounds1);
Writelog("#define ADR_NOBOUNDS2 0x00%X",dwNoBounds2);
Writelog("#define ADR_NOBOUNDS3 0x00%X",dwNoBounds3);
Writelog("#define ADR_NOWATER1 0x00%X",dwNoWater1);
Writelog("#define ADR_NOWATER2 0x00%X",dwNoWater2);
Writelog("#define ADR_GLASSWALL 0x00%X",dwGlassWall);
Writelog("#define ADR_NEARFOG 0x00%X",dwNearFog);
Writelog("#define ADR_FARFOG 0x00%X",dwFarFog);
Writelog("#define ADR_WORLDINWATER 0x00%X",dwWorldInWater);
Writelog("#define ADR_CHANGEROLLSTYLE 0x00%X",dwChangeRollSt);
Writelog("#define ADR_SILENTWALK 0x00%X",dwSilentWalk);
Writelog("#define ADR_HIDEFROMRADAR 0x00%X",dwHideFromRadar);
Writelog("#define ADR_SUPEREXPLOSION 0x00%X",dwSuperExplosion);
Writelog("#define ADR_ANTIAFKKICK 0x00%X",dwAntiAfk);
Writelog("#define ADR_INVISIBLE 0x00%X",dwInvisible);
Writelog("#define ADR_ROOMNUMBER 0x00%X",dwRoomNumber);
Writelog("//================ [ States ] ================//");
Writelog("#define ADR_WEAPONRELOAD 0x00%X",dwWeaponReload);
Writelog("#define ADR_WEAPONSHOT 0x00%X",dwWeaponShot);
Writelog("#define ADR_PLAYERVEHICLE 0x00%X",dwPlayerVeichle);
Writelog("#define ADR_PLAYERPRONE 0x00%X",dwPlayerProne);
Writelog("//================ [ Offsets ] ================//");
Writelog("#define OFS_LEVEL 0x00%X",dwLevel);
Writelog("#define OFS_DINAR 0x00%X",dwDinar);
Writelog("#define OFS_SLOTBASE 0x00%X",dwSlotBase);
Writelog("#define OFS_WEAPON1 0x00%X",dwWeapon1);
Writelog("#define OFS_WEAPON2 0x00%X",dwWeapon2);
Writelog("#define OFS_WEAPON3 0x00%X",dwWeapon3);
Writelog("#define OFS_NOFALLDAMAGE 0x00%X",dwNoFallDamage);
Writelog("#define OFS_3DPLAYERVIEW 0x00%X",dwView3D);
Writelog("#define OFS_MAP 0x00%X",dwMap);
Writelog("#define OFS_PLAYERSTATE 0x00%X",dwPlayerState);
Writelog("#define OFS_WEAPONSTATE 0x00%X",dwWeaponState);
Writelog("#define OFS_X 0x00%X",dwOfsX);
Writelog("#define OFS_Y 0x00%X",dwOfsY);
Writelog("#define OFS_Z 0x00%X",dwOfsZ);
Writelog("#define OFS_NORECOIL1 0x00%X",dwNoRecoil1);
Writelog("#define OFS_NORECOIL2 0x00%X",dwNoRecoil2);
Writelog("#define OFS_NORECOIL3 0x00%X",dwNoRecoil3);
Writelog("#define OFS_SLOT5 0x00%X",dwSlot5);
Writelog("#define OFS_GLOBALSIZE 0x00%X",dwGlobalSize);
Writelog("#define OFS_LOCALSIZE 0x00%X",dwLocalSize);
Writelog("#define OFS_NOSPREAD 0x00%X",dwNoSpread);
Writelog("#define OFS_PREMIUM 0x00%X",dwPremium);
Writelog("#define OFS_GRAVITY_Y 0x00%X",dwGravityY);
Writelog("#define OFS_GRAVITY_X 0x00%X",dwGravityX);
Writelog("#define OFS_NODELAY 0x00%X",dwNoDelay);
Writelog("#define OFS_NORELOAD 0x00%X",dwNoReload);
Writelog("#define OFS_PACKET 0x00%X",dwPacket);
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Over 50% of these won't survive the next update.
Gz. GigaByte
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03/27/2013, 16:33
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#581
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elite*gold: 0
Join Date: Sep 2012
Posts: 169
Received Thanks: 130
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ofs map wrong addys :|
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03/27/2013, 22:01
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#582
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elite*gold: 0
Join Date: Mar 2013
Posts: 186
Received Thanks: 267
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Code:
DWORD ofsYaw = 0x00101C4;
DWORD ofsPitch = 0x00101A8;
DWORD ofsPlayerState = 0x00102F8;
DWORD ofsPosX = 0x0010300;
DWORD ofsPosY = 0x0010310;
DWORD ofsPosZ = 0x0010308;
DWORD ofsViewX = 0x00101D4;
DWORD ofsViewY = 0x00101D8;
DWORD ofsViewZ = 0x00101DC;
class CPlayer
{
public:
CHAR _00[0x00101A8]; // 0x00
FLOAT Pitch; // 0x00101A8
CHAR _01[0x0018]; // 0x101C8
FLOAT Yaw; // 0x00101C4
CHAR _02[0x00C]; // 0x101D8
FLOAT ViewX; // 0x00101D4
FLOAT ViewZ; // 0x00101D8
FLOAT ViewY; // 0x00101DC
CHAR _03[0x0011C]; // 0x101DC
BYTE PlayerState; // 0x00102F8
CHAR _04[0x007]; // 0x101DD
FLOAT PosX; // 0x0010300
CHAR _05[0x004]; // 0x1030C
FLOAT PosY; // 0x0010308
CHAR _06[0x004]; // 0x10314
FLOAT PosZ; // 0x0010310
};
class CBase
{
public:
CPlayer* pLocal;
char _00[0x00129C74];
CPlayer** pGlobal;
};
Only some classes ;D
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04/02/2013, 11:18
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#583
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elite*gold: 0
Join Date: Nov 2012
Posts: 29
Received Thanks: 14
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I need all new Addy and Struct
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04/02/2013, 15:09
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#584
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elite*gold: 0
Join Date: Sep 2012
Posts: 169
Received Thanks: 130
|
no change...
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~|#|Speaker Addys Logger|#|~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|v1.2|#|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
// Start AddysLogger
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~|#|Pointer|#|~~~~~~~~~~~~~~~~| #|*/
#define Adr_PlayerPointer 0xA538D8
#define Adr_ServerPointer 0xA53868
#define Adr_WeaponPointer 0x90FC1C
#define Adr_DevicePointer 0x897404
#define Adr_UserPointer 0xA53538
#define Adr_BasePointer 0xAAF658
#define Adr_RemotePointer 0xB7D550
#define Adr_HealthPointer 0x31FB8
#define Adr_WeaponState 0xC4D0
#define Adr_ViewAngles 0xA5343C
#define Adr_WeaponPointer 0xA7650C
#define Adr_StatePointer 0xA53900
#define Adr_UserBase 0xA5459C
#define Adr_CBase 0xB7D550
#define Adr_MatrixPointer 0x9EA130
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~~|#|Address|#|~~~~~~~~~~~~~~~| #|*/
#define Adr_SuperNoSpread 0x89A3A8
#define Adr_NoSpread 0xA58804
#define Adr_AntiAfk 0xB8C754
#define Adr_CQCProne 0xA53440
#define Adr_FullBright1 0xA5439C
#define Adr_FullBright2 0xA543A4
#define Adr_FullBright3 0xA543A8
#define Adr_NoBounds1 0xB8C7A0
#define Adr_NoBounds2 0xB8C7A4
#define Adr_NoBounds3 0xB8C7A8
#define Adr_ImDrunk 0xA53800
#define Adr_VirtualJump 0x87204C
#define Adr_NoSpawnWait1 0xB9BD84
#define Adr_NoSpawnWait2 0xB9BD88
#define Adr_NoSpawnWait3 0xB9BD8C
#define Adr_Bandage 0xA5349C
#define Adr_AssaultAmmo 0xA5349A
#define Adr_ExtraAmmo1 0xA53496
#define Adr_ExtraAmmo2 0xA53497
#define Adr_SniperAmmo 0xA53498
#define Adr_WorldInWater 0xA53800
#define Adr_RollSpeed 0x89A4F4
#define Adr_CrazyCar 0x89A268
#define Adr_GlassWall 0x8728C8
#define Adr_ChangeRollStyle 0x89A3C0
#define Adr_SilentWalk 0xB8C7A4
#define Adr_HideWeapon 0x907C04
#define Adr_DeadSpinner 0x90C2EC
#define Adr_ColorShot 0xA54390
#define Adr_CrossHair 0xA58788
#define Adr_LadderQuickly 0x89A618
#define Adr_BreakLimit 0x89A2C0
#define Adr_AutoStart 0x53B6F0
#define Adr_BigCarName 0x89A508
#define Adr_QuickPlant 0xA53460
#define Adr_QuickDefuse 0xA53460
#define Adr_HideFromRadar 0xA5B030
#define Adr_StaminaRefill 0x9D0AE4
#define Adr_CQCProne 0xA54584
#define Adr_Artellery 0x89AC00
#define Adr_Scope 0x90FCF8
#define Adr_ImmExplosion 0x89A7A8
#define Adr_SuperExplosion 0x89ADA8
#define Adr_DeathCam 0xB94CB0
#define Adr_Stamina1 0x8728C8
#define Adr_Stamina2 0x8728CC
#define Adr_Stamina3 0x8728D0
#define Adr_Stamina4 0x8728D4
#define Adr_Stamina5 0x8728D8
#define Adr_WeaponShot1 0xA5391C
#define Adr_WeaponShot2 0xA53948
#define Adr_RoomNumber 0xE08A8
#define Adr_NoWater1 0xA5B004
#define Adr_NoWater2 0xA5AFFC
#define Adr_NoWater3 0xA5B000
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~|#|Offsets|#|~~~~~~~~~~~~~~~~| #|*/
#define Ofs_Weapon1 0x101EC
#define Ofs_Weapon2 0x101EE
#define Ofs_Weapon3 0x101F0
#define Ofs_NoFallDamage 0x102E8
#define Ofs_Slot1 0xC70D0
#define Ofs_Slot2 0xC70D1
#define Ofs_Slot3 0xC70D2
#define Ofs_Slot4 0xC70D3
#define Ofs_Slot5 0xC70D4
#define Ofs_Slot6 0xC70D5
#define Ofs_Slot7 0xC70D6
#define Ofs_Slot8 0xC70D7
#define Ofs_DevicePointer 0xA53440
#define Ofs_NoSwitch 0x1040D
#define Ofs_NoReload 0x1040D
#define Ofs_NoDelay 0x10410
#define Ofs_LocalSize 0xA40C
#define Ofs_GlobalSize 0x1D10
#define Ofs_X 0x10300
#define Ofs_Y 0x10310
#define Ofs_Z 0x10308
#define Ofs_PlayerState 0xC4CC
#define Ofs_Level 0xDF330
#define Ofs_PlayerSpeed 0x1010C
#define Ofs_SlotBase 0x0
#define Ofs_3DPlayerView 0x101A0
#define Ofs_Yaw 0x101C4
#define Ofs_NoServerKick 0x361
#define Ofs_UserName 0xDF584
#define Ofs_Premium 0x58C
#define Ofs_Premium1 0x103F8
#define Ofs_Premium2 0xC4D0
#define Ofs_RoomMaster 0xE08A8
#define Ofs_NoRecoil1 0xC444
#define Ofs_NoRecoil2 0xC448
#define Ofs_NoRecoil3 0xC44C
#define Ofs_AutoShot 0x10386
#define Ofs_Health 0x1B94
#define Ofs_AutoDefuse 0x10374
#define Ofs_AutoPlant 0x10370
#define Ofs_Pitch 0x101A8
#define Ofs_FastNadeBlast 0x10114
#define Ofs_View_X 0x101D4
#define Ofs_View_Y 0x101D8
#define Ofs_View_Z 0x101DC
#define Ofs_Gravity_X 0xC4AC
#define Ofs_Gravity_Y 0xC4B0
#define Ofs_Gravity_Z 0xC4B4
#define Ofs_Speed 0x1010C
#define Ofs_NoSpread 0x10110
#define Ofs_NoM134Idle 0x103F8
#define Ofs_Map 0xC1C1C
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~~|#|Memory|#|~~~~~~~~~~~~~~~~| #|*/
#define Mem_STW 0x8728C4
#define Mem_WTW 0x8726A4
#define Mem_WUW 0xA5B000
#define Mem_WTH 0x86FEC8
#define Mem_BoneShot 0x89B138
#define Mem_Invisible 0xDF354
#define Mem_PlantAnyWhere 0xA5347E
#define Mem_DefuseAnyWhere 0x90FD0C
#define Mem_UnlAmmo 0xA53844
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~~~|#|Fast|#|~~~~~~~~~~~~~~~~~| #|*/
#define Adr_FastAmmo 0xA5875C
#define Adr_FastRepair 0xA58764
#define Adr_FastMedic 0xA5876C
#define Adr_FastFlag 0xA58774
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~|#|UserInfo|#|~~~~~~~~~~~~~~~| #|*/
#define Usr_USERHEALTH 0xAB11EC
#define Usr_UserName 0xAB001C
#define Usr_UserTeam 0xAAF658
#define Usr_UserPoints 0xAAF658
#define Usr_UserPing 0xAAF658
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~|#|WeaponBinder|#|~~~~~~~~~~~~~| #|*/
#define Wb_PlayerSlot 0xE08AC
#define Wb_ClassBase 0xAB11F8
#define Wb_SlotBase 0x0
#define Wb_WeaponBase 0xA7650C
#define Wb_PlayerID 0x1CF8
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~|#|Assembler|#|~~~~~~~~~~~~~~~| #|*/
#define Asm_Artellry 0x5B472F
#define Asm_QuickPlant 0x4FEF89
#define Asm_QuickDefuse 0x439F24
#define Asm_Bullets 0x5001C4
#define Asm_CRCPatch 0x418CEF
#define Asm_BackToLobby 0x4D35CF
#define Asm_EngineText 0x401023
#define Asm_MassageBox 0x4BACE5
#define Asm_UnlAmmo 0x503E0F
#define Asm_SwitchTime 0x506492
#define Asm_OPK 0x4082E0
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
// End AddysLogger
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~|#|Credits: ExoduS, AdrenalinaPL|#|~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~|#|Speaker Struct Logger|#|~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|v1.1|#|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
// Start StructLogger
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~~|#|CBase|#|~~~~~~~~~~~~~~~~~| #|*/
struct CBase
{
CPlayer* pLocal;
char* Speaker1[1219700]
CPlayer** pGlobal;
};CBase* p_Player = (CBase*)Adr_PlayerPointer;
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
/*|#|~~~~~~~~~~~~~~~~|#|CPlayer|#|~~~~~~~~~~~~~~~~| #|*/
struct CPlayer
{
char Speaker1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char Speaker2[72];//0xC450
BYTE index;//0xC498
char Speaker3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char Speaker4[24];//0xC4B8
int WeaponState;//0xC4D0
char Speaker5[15416];//0xC4D4
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char Speaker6[136];//0x10118
float PlayerView;//0x101A0
char Speaker7[4];//0x101A4
float Pitch;//0x101A8
char Speaker8[24];//0x101AC
float Yaw;//0x101C4
char Speaker9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char Speaker10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char Speaker11[90];//0x101F2
BYTE PlayerState;//0x1024C
char Speaker12[155];//0x1024D
float NoFallDamage;//0x102E8
char Speaker13[20];//0x102EC
float PosX;//0x10300
char Speaker14[4];//0x10304
float PosY;//0x10310
char Speaker15[4];//0x10314
float PosZ;//0x10308
char Speaker16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char Speaker17[14];//0x10378
DWORD AutoShot;//0x10386
char Speaker18[110];//0x1038A
float NOM134IDLE;//0x103F8
};
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| #|*/
// End StructLogger
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|Credits: ExoduS|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
/*|#|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|#|*/
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04/02/2013, 19:21
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#585
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elite*gold: 0
Join Date: Aug 2010
Posts: 972
Received Thanks: 1,583
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Your Stamina Addys are bullshit.
Quote:
#define Adr_Stamina1 0x8728C8 //StartStamina
#define Adr_Stamina2 0x8728CC //**** (not even a float)
#define Adr_Stamina3 0x8728D0 //****
#define Adr_Stamina4 0x8728D4 //Stamina needed for roll
#define Adr_Stamina5 0x8728D8 //**** (not even a float)
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DWORD dwStartStamina = 0x008728C8;
DWORD dwStaminaForRoll = 0x008728D4;
DWORD dwStaminaForJump = 0x0087204C;
I think there is one more for running.
But i didnt found yet :S
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