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WarRock - Pointer und Offsets
Discussion on WarRock - Pointer und Offsets within the WarRock forum part of the Shooter category.
09/01/2012, 19:59
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#241
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Request
Struct OPK
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09/01/2012, 22:55
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#242
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Quote:
Originally Posted by alfmkwndk
Request
Struct OPK
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Wrong Section,
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09/02/2012, 16:14
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#243
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Quote:
Originally Posted by GigaByte™
Wrong Section, 
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I would say asking for structs is allowed that far.
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09/02/2012, 20:10
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#244
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#request
UNLIMITED AMMO
help me
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09/02/2012, 21:07
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#245
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request dumped warrock.exe
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09/03/2012, 02:54
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#246
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#request
Structs cPlayer,cBase,cServer
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09/03/2012, 06:09
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#247
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When you guys ask for something, you should put something to give
Example:
Quote:
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*(float*)( 0xA35F14 ) = 9999.0f; // QuickPlant + Defuse
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People may start giving you guys things
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09/03/2012, 13:21
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#248
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Code:
//******************************************************************\
//********************KingDevil* AddyLogger V.1.0*******************\
//*************************Version [PRIVATE]************************\
//******************************************************************\
~Pointers Startet~
#define ADR_PLAYERPOINTER 0xA363B8
#define ADR_SERVERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0xA541DC
#define ADR_BASEPOINTER 0xA8D258
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_DEVICEPOINTER 0x88E01C
#define ADR_USERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0x8F77C0
#define ADR_VIEW_ANGELS 0xA35EF0
~Pointers End~
~Adresses Startet~
#define ADR_ANTI_FRAME_LAGG 0x8505D4
#define ADR_SPEED 0xA8EDF8
#define ADR_HIGH_MODE 0x891430
#define ADR_IMDRUNK 0xA362B4
#define ADR_NXCASH 0xA362F8
#define ADR_STAMINA1 0x85E258
#define ADR_VIRTUALJUMP 0x85DBBC
#define ADR_CQC_PRONE 0xB62A3C
#define ADR_PLAYERSPEED 0x10104
#define ADR_PLANTANYWHERE 0xA35F32
#define ADR_DEFUSEANYWHERE 0x8F78AC
#define ADR_NOBOUNDS1 0xB69E80
#define ADR_NOBOUNDS2 0xB69E84
#define ADR_NOBOUNDS3 0xB69E88
#define ADR_ANTI_AFK 0xB69E58
#define ADR_SUPERNOSPREAD 0x891030
~Adresses End~
~Fast Stuff Startet~
#define ADR_FAST_AMMO 0xA3AD74
#define ADR_FAST_MEDIC 0xA3AD7C
#define ADR_FAST_FLAG 0xA3AD84
#define ADR_FAST_REPAIR 0xA3720C
~Fast Stuff End~
~User Stuff Startet~
#define ADR_USER_NAME 0xA8DC1C
#define ADR_USER_READY 0xA8EE88
#define ADR_USER_TEAM 0xA8EF34
#define ADR_USER_HEALTH 0xA8EDEC
~User Stuff End~
~Offsets Startet~
#define OFS_GLOBAL_PLAYER_SIZE 0x1D00
#define OFS_ROOMNUMBER 0xE0880
#define OFS_MYPLAYERSLOT 0xE0884
#define OFS_MYTEAM 0xE0888
#define OFS_PLAYERSTATE 0xC4C4
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_STARTROOMSIZE 0xA8
#define OFS_READYROOMSIZE 0x344
#define OFS_NOFALLDAMAGE 0x102E0
#define OFS_SLOT1 0xC70B8
#define OFS_SLOT2 0xC70B9
#define OFS_SLOT3 0xC70BA
#define OFS_SLOT4 0xC70BB
#define OFS_SLOT5 0xC70BC
#define OFS_SLOT6 0xC70BD
#define OFS_SLOT7 0xC70BE
#define OFS_SLOT8 0xC70BF
#define OFS_PREMIUM1 0x58C
#define OFS_PREMIUM2 0x590
#define OFS_NORECOIL1 0xC43C
#define OFS_NORECOIL2 0xC440
#define OFS_NORECOIL3 0xC444
#define OFS_NOSPREAD 0x10108
#define OFS_INDEX 0xC490
#define OFS_GRAVITY_X 0xC4A4
#define OFS_GRAVITY_Y 0xC4A8
#define OFS_GRAVITY_Z 0xC4AC
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_AUTOPLANT 0x10368
#define OFS_AUTODEFUSE 0x1036C
#define OFS_VIEW_X 0x101CC
#define OFS_VIEW_Y 0x101D0
#define OFS_VIEW_Z 0x101D4
#define OFS_PITCH 0x101A0
#define OFS_YAW 0x101BC
#define OFS_WEAPON_1 0x101E4
#define OFS_WEAPON_2 0x101E6
#define OFS_WEAPON_3 0x101E8
#define OFS_NOM134IDLE 0x103F0
#define OFS_FASTNADEBLAST 0x1010C
#define OFS_X 0x102F8
#define OFS_Y 0x10308
#define OFS_Z 0x10300
~Offsets End~
~Memorys Startet~
#define MEM_AUTOREPAIR 0xA35F3B
#define MEM_BONESHOT 0x891FA8
#define MEM_INVISIBLE 0xE0880
#define MEM_STAMINA1 0x85E43C
#define MEM_STAMINA2 0x85E440
#define MEM_STAMINA3 0x85E444
#define MEM_STAMINA4 0x85E448
#define MEM_STAMINA5 0x85E44C
#define MEM_WTW 0x85DB88
#define MEM_WTH 0x88DAD8
#define MEM_WUW 0xA3D58C
#define MEM_STW 0x858644
#define MEM_QUICK_PLANT 0xA35F14
#define MEM_QUICK_DEFUSE 0xA35F14
#define MEM_PLANTANYWHERE 0x0
~Memorys End~
~Assemblers Startet~
#define ASM_UNLIMITED_AMMO 0x4F7430
#define ASM_OPK 0x407E14
#define ASM_MESSAGEBOX 0x4AFC37
#define ASM_ENGINETEXT 0x401073
~Assemblers End~
struct CPlayer
{
char BlackDevil1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BlackDevil2[72];//0xC448
BYTE Index;//0xC490
char BlackDevil3[19];//0xC491
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char BlackDevil4[24];//0xC4B0
int WeaponState;//0xC4C8
char BlackDevil5[15420];//0xC4CC
float NoSpread;//0x10108
float FastNadeBlast;//0x1010C
char BlackDevil6[144];//0x10110
float Pitch;//0x101A0
char BlackDevil7[24];//0x101A4
float Yaw;//0x101BC
char BlackDevil8[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BlackDevil9[12];//0x101D8
WORD Weapon1;//0x101E4
WORD Weapon2;//0x101E6
WORD Weapon3;//0x101E8
char BlackDevil12[20];//0x102E4
float PosX;//0x102F8
char BlackDevil13[-12];//0x102FC
float PosY;//0x10308
char BlackDevil14[12];//0x102F4
float PosZ;//0x10300
char BlackDevil15[100];//0x10304
DWORD AutoPlant;//0x10368
DWORD AutoDefuse;//0x1036C
char BlackDevil16[14];//0x10370
DWORD AutoShot;//0x1037E
char BlackDevil17[106];//0x10382
float NoM134Idle;//0x103F0
};
***********************************************************************
//*************************End Logging*********************************
//********************Sucessfully Loggs: [94]**************************
//***************CPlayer Struct: [Sucessfully Logged]****************\
//*********************************************************************
Quote:
Originally Posted by futbolcuadem
#request
Structs cPlayer,cBase,cServer
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Code:
=================================================
=================================================
============== BuRn3R Struct Logger =============
== Structs: CPlayer, CServer, CBase & CVehicle ==
=================================================
struct CPlayer
{
char BuRn3R1[7424];//0x00
int GlobalIndex;//0x1D00
char BuRn3R2[42808];//0x1D04
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BuRn3R3[72];//0xC448
BYTE Index;//0xC490
char BuRn3R4[19];//0xC491
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char BuRn3R5[24];//0xC4B0
int WeaponState;//0xC4C8
char BuRn3R6[15416];//0xC4CC
float PlayerSpeed;//0x10104
float NoSpread;//0x10108
float FastNadeBlast;//0x1010C
char BuRn3R7[136];//0x10110
int PlayerView3D;//0x10198
char BuRn3R8[4];//0x1019C
float Pitch;//0x101A0
char BuRn3R9[24];//0x101A4
float Yaw;//0x101BC
char BuRn3R10[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BuRn3R11[12];//0x101D8
WORD Weapon1;//0x101E4
WORD Weapon2;//0x101E6
WORD Weapon3;//0x101E8
char BuRn3R12[90];//0x101EA
BYTE PlayerState;//0x10244
char BuRn3R13[155];//0x10245
float NoFallDamage;//0x102E0
char BuRn3R14[20];//0x102E4
float PosX;//0x102F8
char BuRn3R15[4];//0x102FC
float PosY;//0x102F0
char BuRn3R16[4];//0x102F4
float PosZ;//0x10300
char BuRn3R17[100];//0x10304
DWORD AutoPlant;//0x10368
DWORD AutoDefuse;//0x1036C
char BuRn3R18[14];//0x10370
DWORD AutoShot;//0x1037E
char BuRn3R19[106];//0x10382
float NoM134Idle;//0x103EC
char BuRn3R20[23828];//0x103F0
int LocalIndex;//0x16104
};
struct CServer
{
char BuRn3R1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char BuRn3R2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char BuRn3R3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
char BuRn3R4[793292];//0x594
int SuperMaster;//0xC2060
char BuRn3R5[20565];//0xC2064
BYTE Slot1;//0xC70B9
BYTE Slot2;//0xC70B5
BYTE Slot3;//0xC70B6
BYTE Slot4;//0xC70B7
BYTE Slot5;//0xC70BC
BYTE Slot6;//0xC70B9
BYTE Slot7;//0xC70BA
BYTE Slot8;//0xC70BB
char BuRn3R6[98524];//0xC70BC
long Level;//0xDF198
char BuRn3R7[396];//0xDF19C
long Dinar;//0xDF328
char BuRn3R8[16];//0xDF32C
long Invisible;//0xDF33C
char BuRn3R9[5440];//0xDF340
int RoomMaster//0xE0880
};
struct CVehicle
{
char BuRn3R1[10706772];//0x00
float Pitch;//0xA35F54
float Yaw;//0xA35F58
};
struct CBase
{
CPlayer* pLocal;//0xA363B8
char* BuRn3R1[1197020];//0xA363BC
CPlayer** pGlobal;//0xB5A798
};
=================================================
=============== Credits: BuRn3R =================
=================================================
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09/03/2012, 22:47
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#249
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@*KingDevil*
cBase Struct
Quote:
DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\x F6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\x3B\xC3\x 74\x00};", "x???xxxx?", 1, true);
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Quote:
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* local;");
Writelog(" char* Hepe[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
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Credit:
Hepe2567
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09/04/2012, 15:22
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#250
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Received Thanks: 1
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tommorow every bypass patched gl
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09/04/2012, 16:51
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#251
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what is the source for this?
ADR_USE_AIWEAPON_IN_CQC 0x8F788C
and for this?
Quote:
Originally Posted by TradEmArk™˟
We all know it Already.
FastReload Offset:
Code:
#define OFS_FASTRELOAD 0xE95C0
By Me & UnknownPk
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09/05/2012, 05:22
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#252
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@boknoy24
USE AI WEAPON IN CQC:
In IDA :
cmp dword_8F788C, 3
In c++:
*(int*)(8F788C) = 3;
its an integer, addy is 8F788C, and the value is 3 ( ai channel is 3rd channel )
UnlOxygen:
In IDA:
004ED8FF mov dword_A362B8, eax
ASM : 4ED8FF
MEM : A362B8
Enjoy!
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09/05/2012, 12:18
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#253
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Posts: 460
Received Thanks: 794
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MicroX AddyLogger v1.1
Code:
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ MicroX AddyLogger v1.1 ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ // removed ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ Pointer ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define PlayerPointer 0x00A363B8
#define ServerPointer 0x00A36348
#define BasePointer 0x00A8D258
#define ViewAngles 0x00A35EF0
#define Matrix 0x009C4078
#define RemotePointer 0x00B5A798
#define DevicePointer 0x00000000//Private
#define CBase 0x00000000//Private
#define RoomClass 0x00A36DA8
#define GpuPointer 0x00000000//Private
#define VehicleBase 0x00000000//Private
#define StatePointer 0x00A363E0
#define WeaponBase 0x00A541DC
#define GlobalSize 0x001D00
#define LocalSize 0x00A404
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ Address ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define NoBound1 0x00B7A5A8
#define NoBound2 0x00B7A5A4
#define NoSpawnNew1 0x00B78D98
#define NoSpawnNew2 0x00B78D9C
#define WUW_1 0x00A3AD6C
#define WUW_2 0x00A3D58C
#define UnlAmmo 0x00000000//Private
#define FastAmmo 0x00A3AD74
#define FastMedic 0x00A3AD7C
#define FastFlag 0x00A3AD84
#define FastRepair 0x00A3AD80
#define FastRepairVeh2 0x00A3720C
#define FastLockOn 0x009CC9E0
#define FullBright1 0x00A37040
#define FullBright2 0x00A37048
#define FullBright3 0x00A3704C
#define AutoMedic 0x00000000//Private
#define AutoRepair 0x00A2E848
#define AutoAmmoMedicDist 0x00000000//Private
#define QuickPlantDefuse 0x00A35F14
#define PlantDefuseAnyWhere 0x00A35F32
#define AntiKickAfk 0x00B69E80
#define ColorShot1 0x00A37040
#define ColorShot2 0x00A37048
#define ColorShot3 0x00A3704C
#define NoWater1 0x00A3D588
#define NoWater2 0x00A3D584
#define 3DMap 0x00000000//Private
#define SuperNoSpread 0x00A3AE14
#define RadarHideMe 0x00A3D5BC
#define SilentWalk 0x00B69E84
#define SilentReload 0x00B69E84
#define CQCProne 0x00000000//Private
#define DeathCam 0x00000000//Private
#define DeathKill 0x00000000//Private
#define ResizeScreen 0x00000000//Private
#define GMW 0x00A9B744
#define GMWIP 0x00000000//Private
#define NXCash 0x00000000//Private
#define FastStuff 0x00A35F14
#define ImDrunk 0x00A362B4
#define Accuracy 0x00B78D98
#define PlayerAnimProne 0x00A363F0
#define PlayerAnimVehicle 0x00A363FC
#define WeaponReload 0x00A36410
#define WeaponShot 0x00000000//Private
#define WeaponShot2 0x00A36408
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ Memory ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define Invisible 0x00DF33C
#define BoneShot 0x00891FA8
#define BoneShot2 0x00000000//Private
#define WTW 0x0085DB88
#define WTW_2 0x00000000//Private
#define STW 0x00858644
#define STW_Perfect 0x00000000//Private
#define WTH 0x0088DAD8
#define WTH 0x0088DAD8
#define Stamina1 0x0085E43C
#define Stamina2 0x0085E440
#define Stamina3 0x0085E444
#define Stamina4 0x0085E448
#define Stamina5 0x0085E44C
#define StaminaRefill 0x00891228
#define WalkSpeed 0x00891368
#define SprintSpeed 0x0085E258
#define RollSpeed 0x00891190
#define ChangeRoll 0x008EF7A8
#define Artillery 0x00000000//Private
#define SuperExplosion 0x008919F8
#define BigCarName 0x008911D0
#define CrazyCar 0x00890E88
#define Skin 0x00000000//Private
#define SuperJump 0x00000000//Private
#define DistanceGunPlayer 0x00000000//Private
#define DistanceGunPlayer2 0x00000000//Private
#define UnlOxygen 0x00000000//Private
#define HightMode 0x00891430
#define Ladderquickly 0x00891328
#define BreakLimit 0x00890F50
#define ImExplosion 0x00891140
#define AntiM14Mine 0x00000000//Private
#define PushMeAway 0x00000000//Private
#define WallClimb 0x00000000//Private
#define DeadSpinner 0x008F40A4
#define NadeSize 0x00000000//Private
#define HideWeapon 0x008EF7A8
#define NoWeaponGrav 0x00890FA8
#define VirtualJump 0x0085DBBC
#define VirtualCrouch 0x00000000//Private
#define VirtualProne 0x00000000//Private
#define DefuseAnyWhere 0x008F78AC
#define PlantAnyWhere 0x00A35F32
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ PX ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define Scope 0x008F7898
#define ScopeSize 0x008F78A0
#define SniperAmmo 0x00A35F4C
#define AssaultAmmo 0x00A35F4E
#define AssaultAmmo_2 0x00A35F48
#define ExtraAmmo1 0x00A35F4A
#define ExtraAmmo2 0x00A35F4B
#define Bandage 0x00A35F50
#define AccuracyAs 0x00A3AE14
#define CrossHair 0x00A3AD98
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◄◄◄◄◄◄◄◄◄◄◄◄◄ Map ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define GlassWall 0x00A35FE4
#define MapColor1 0x00000000//Private
#define MapColor2 0x00000000//Private
#define MapColor3 0x00000000//Private
#define CameraView 0x00000000//Private
#define NearFog 0x00A3D59C
#define FarFog 0x00A3D5A4
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ User ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define UserNick 0x00000000//Private
#define UserFinderName 0x00A8DC1C
#define UserFinderIP 0x00A8D930
#define UserFinderHP 0x00A8EDEC
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◄◄◄◄◄◄◄◄◄◄◄◄◄ Offsets ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define Weapon1 0x00101E4
#define Weapon2 0x00101E6
#define Weapon3 0x00101E8
#define 5Slot 0x00C70BC
#define 6Slot 0x00C70BD
#define 7Slot 0x00C70BE
#define 8Slot 0x00C70BF
#define NoRecoil1 0x00C43C
#define NoRecoil2 0x00C440
#define NoRecoil3 0x00C444
#define X 0x00102F8
#define Y 0x0010308
#define Z 0x0010300
#define GravityX 0x00C4A4
#define GravityY 0x00C4A8
#define GravityZ 0x00C4AC
#define NoSpread 0x0010108
#define Pitch 0x00101A0
#define Yaw 0x00101BC
#define ViewX 0x00101CC
#define ViewY 0x00101D0
#define ViewZ 0x00101D4
#define Dinars 0x00DF328
#define Level 0x00DF318
#define AutoPlant 0x0010368
#define AutoDefuse 0x001036C
#define AutoShot 0x001037E
#define FastNade 0x001010C
#define CrazyNade 0x001010C
#define NoM134Idle 0x00103EC
#define NoReload 0x0010405
#define NoDelay 0x0010408
#define NoSwitchTime 0x0010405
#define SlotBase 0x00C5F18
#define WeaponState 0x00C4C8
#define PlayerState 0x00C4C4
#define NoServerKick 0x361
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ WarRock & Ehsvc ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define HS_CallBack1 0x00000000//Private
#define HS_CallBack2 0x00000000//Private
#define HS_NanoScan1 0x00000000//Private
#define HS_NanoScan2 0x00000000//Private
#define Warrock_SelfC 0x00000000//Private
#define Warrock_CallBack 0x00000000//Private
#define Warrock_NoErrorKick 0x00000000//Private
#define Warrock_Check1 0x00000000//Private
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ ASM ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
#define AutoStart 0x0052EBAD
#define AutoReady 0x0052EBAD
#define MsgBox 0x00000000//Private
#define Command 0x00000000//Private
#define Packet 0x00000000//Private
#define EventMsg 0x00000000//Private
#define Invisible 0x00000000//Private
#define DeathCamASM 0x00000000//Private
#define EngineText 0x0055314A
#define NoDelay 0x00000000//Private
#define AutoAmmo 0x00000000//Private
#define AutoMedic 0x00000000//Private
#define UnlAmmo 0x004F7430
#define StaminaUp1 0x00000000//Private
#define StaminaUp2 0x00000000//Private
#define 50SpUp 0x00000000//Private
#define RoomFilter1 0x00000000//Private
#define RoomFilter2 0x00000000//Private
#define RoomFilter3 0x00000000//Private
#define UnlNexonCash 0x00000000//Private
#define UnlDinar1 0x00000000//Private
#define UnlDinar2 0x00000000//Private
#define UnlDinar3 0x00000000//Private
#define TriggerBotx 0x00000000//Private
#define EngineText_2 0x00401073
#define Bullets 0x00000000//Private
#define DoubleFire 0x00000000//Private
#define SuperFire 0x00000000//Private
#define UnlOxygen 0x00000000//Private
#define MineViewer1 0x00000000//Private
#define MineViewer2 0x00000000//Private
#define NoRoomClose 0x00000000//Private
#define FakeKick 0x00000000//Private
#define NoReload 0x00000000//Private
#define NoDelay 0x00000000//Private
#define NoRestriction 0x00000000//Private
#define OPK1 0x00000000//Private
#define OPK2 0x00000000//Private
#define OPK3 0x00000000//Private
#define EspHealth 0x00000000//Private
#define EspName 0x00000000//Private
#define Artillery1 0x00000000//Private
#define Artillery2 0x00000000//Private
#define Artillery3 0x00000000//Private
#define Artillery4 0x00000000//Private
#define Artillery5 0x00000000//Private
#define Artillery6 0x00000000//Private
#define Artillery7 0x00000000//Private
#define Artillery8 0x00000000//Private
#define RadarGPS 0x00000000//Private
#define FFAGPS 0x00000000//Private
#define AllServer 0x00000000//Private
#define ServerJump 0x00000000//Private
#define Server 0x00000000//Private
#define STW 0x00000000//Private
#define WTW 0x00000000//Private
#define SuperVehicle 0x00000000//Private
#define CQCProne 0x004D0077
#define QDefuse 0x00000000//Private
#define QPlant 0x00000000//Private
#define NoSwith 0x00000000//Private
#define CRCPatch 0x00000000//Private
#define DestroyVehicle 0x00000000//Private
#define VehicleNFD 0x00000000//Private
#define VehicleNoDelay1 0x00000000//Private
#define VehicleNoDelay2 0x00000000//Private
#define VehicleNoDelay3 0x00000000//Private
#define VehicleNoDelay4 0x00000000//Private
#define VehicleNoDelay5 0x00000000//Private
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ CBase Logger ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
struct CBase
{
CPlayer* local;
char* unknow[1197020]
CPlayer** player;
};
CBase* pPlayer = (CBase*)(0x00A363B8);
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
◄◄◄◄◄◄◄◄◄◄◄◄◄ End Log ►►►►►►►►►►►►►
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Thanks
R3d_L!ne
TradEmArk
xDuff/Eagl3
AdrenalinaPL/GigaByte/iKito
Press Thanks!
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09/05/2012, 19:01
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#254
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elite*gold: 76
Join Date: Apr 2010
Posts: 1,773
Received Thanks: 1,242
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Hat einer HS addys ?
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09/05/2012, 19:18
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#255
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elite*gold: 0
Join Date: Jun 2012
Posts: 185
Received Thanks: 377
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Jo, hier:
//================= EHSVC =================//
//================ BYPASS1 =================//
#define ADR_HSCallBack1 0x007C139
#define ADR_HSCallBack2 0x000A048
#define ADR_HSNanoScan1 0x009A520
#define ADR_HSNanoScan2 0x0097F6F
//================ BYPASS2 =================//
#define EhsvcSelfCrC 0x007B6AC
#define Detection 0x0009FB0
#define NanoCheck1 0x003CC8E
#define NanoCheck2 0x003A0CF
//================= Other =================//
#define HSAntiCrash 0x003CD04
#define Asm Detection 0x002C0A1
#define NanoCheck3 0x003C146
//================= LOGGED =================//
//================== 11 ==================//
//======= Made By BlackLegend & NikM =======//
//================= EHSVC =================//
//================ BYPASS1 =================//
#define ADR_HSCallBack1 0x007C139
#define ADR_HSCallBack2 0x000A048
#define ADR_HSNanoScan1 0x009A520
#define ADR_HSNanoScan2 0x0097F6F
//================ BYPASS2 =================//
#define EhsvcSelfCrC 0x007B6AC
#define Detection 0x0009FB0
#define NanoCheck1 0x003CC8E
#define NanoCheck2 0x003A0CF
//================= Other =================//
#define HSAntiCrash 0x003CD04
#define Asm Detection 0x002C0A1
#define NanoCheck3 0x003C146
//================= LOGGED =================//
//================== 11 ==================//
//======= Made By BlackLegend & NikM =======//
Credits^
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