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Help 1.9.441 Client Offsets
#1
Hey,

im currently developing an 'Remote Admin Tool' and i need some help.
I've got a list in the tool with 18 Slots for each Client on the Server and i need the Offsets for every Slot with Playername & XUID.
How can i find them with Cheat Engine? And are those static offsets?

Cheers
[Image: epvp71up3.png]
Reply

#2
Why don't you base it on the server addon and use getClients()?

Anyway, there is a struct where you can find that stuff. Basically you do Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset.

The addresses change every update.
[Image: azuw.jpg]
Reply

#3
(08-20-2012, 07:02)zxz0O0 Wrote: Why don't you base it on the server addon and use getClients()?

Anyway, there is a struct where you can find that stuff. Basically you do Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset.

The addresses change every update.

why has no one posted the new offsets for this latest update?
i thought that was the normal procedure.

the struct, (Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset) is that used in Olly?
[Image: c2ship5_sig.png]
Reply

#4
dunno why no one is posting it...

Offsets:
C++ Code
  1. [MW3Tool] AutoGenerated Offset list for [1.9.441]
  2.  
  3. [Classes]
  4. Client 0xAD3978
  5. ClientSize 0x564
  6. Entity 0xADF8C0
  7. EntitySize 0x1F8
  8. ViewMatrix 0x113AEE0
  9. RefDef 0xA414B0
  10. CGS 0x9D1D20
  11. CG 0x9D62A0
  12. Input 0x4C52FA8
  13.  
  14. [Variables]
  15. MagicNumber 0x10CC730
  16. Seed 0xA4148C
  17. SpreadMultiplier 0xADABC8
  18. CSnapShot 0x1144E5C
  19. CurrentCmdNumberPtr 0x113C584
  20. ServerCommand 0xC34B7C
  21. ServerCommandSequence 0xC34B74
  22. IsIngame 0x9D62B0
  23. KeyCatcher 0x11378EC
  24. Keys 0xC11A60
  25. KButtons 0xC115B0
  26. D3DRenderer 0x608E5A8
  27. ViewAngleY 0x113AF78
  28. ViewAngleX 0x113AF7C
  29. WeaponViewAngleX 0xA46018
  30. WeaponViewAngleY 0xA4601C
  31. RefViewAngles 0xA45FDC
  32. DisableIngameMouse 0x5B69D85
  33. GetWeapon 0x9B4C60
  34. GetWeaponName 0xADB54C
  35. SetZoom 0x1137A90
  36. AdvancedUAV 0x9D64A4
  37. CompassShowEnemies 0x1D02564
  38. CVarList 0x5AA6D68
  39. CVarListSize 0x5AA1D40
  40. PunchAngles 0xA4D3BC
  41.  
  42. [Functions]
  43. GetCVar 0x663610
  44. GetCVarValue 0x446210
  45. BulletPenetrationCheck 0x5C2700
  46. BulletTrajectory 0x5C4DF0
  47. GetCurrentWeapon 0x4FB790
  48. GetWeaponSpread 0x4A3570
  49. GetRandomFloat 0x5C2A70
  50. ProcessCommand 0x44E000
  51. Console 0x44E000
  52. COM_HashKey 0x54CC80
  53. COM_Error 0x483800
  54. COM_Notice 0x525440
  55. GetSnapshot 0x4FC8D0
  56. AimAssist 0x58B440
  57. IsVisible 0x51EBA0
  58. CG_Trace 0x4A82D0
  59. StrWidth 0x4043F0
  60. StrHeight 0x7BCE30
  61. DrawEngineText 0x4635C0
  62. GetScreenMatrix 0x5561C0
  63. DrawRotatedPic 0x4E55C0
  64. DrawStretchPic 0x5338D0
  65. RegisterShader 0x456100
  66. RegisterFont 0x53C340
  67. RegisterTag 0x488EF0
  68. WorldToScreen 0x546D70
  69. DrawEngineRadar 0x432B50
  70. OverlayFriendly 0x5128D0
  71. OverlayEnemy 0x4A1BB0
  72. OverlayChopper 0x466A40
  73. OverlayTurret 0x56A5E0
  74. OverlayCarePackage 0x479A80
  75. OverlayLocalPlayer 0x458040
  76. OverlayPlane 0x56D890
  77.  
  78. [Functions 2]
  79. Rank 0x4FFEF0
  80. NoRecoil 0x572DC9
  81. CG_Init 0x492930
  82. WritePacket 0x4F6280
  83. CG_Obituary 0x5A6F50
  84.  
  85. [Draw Exception]
  86. cg_drawDamageDirection_DVar 0x9D6294
  87. cg_drawDamageDirection_DVarValue 0x5ABD7E4
  88. cg_drawDamageDirection_ExceptionAddr0x4718E9
  89. [Draw Exception]
  90. cg_hudChatPosition_DVar 0x9D1C7C
  91. cg_hudChatPosition_DVarValue 0x5AAEAB0
  92. cg_hudChatPosition_ExceptionAddr 0x5A24B7
  93. [IN_CreateCmd Exception]
  94. cl_pitchspeed_DVar 0xC115AC
  95. cl_pitchspeed_DVarValue 0x5AAF8F0
  96. cl_pitchspeed_ExceptionAddr 0x5C97E7
  97. cl_pitchspeed_ExceptionAddr2 0x5C980B
  98. [WritePacket Exception]
  99. cl_packetdup_DVar 0x1137868
  100. cl_packetdup_DVarValue 0x5AAF8A4
  101. cl_packetdup_ExceptionAddr 0x4F639A


Offsets - Header Style:
C++ Code
  1. // [MW3Tool] AutoGenerated Offset list for [1.9.441]
  2.  
  3. //Classes
  4. #define OFFS_Client 0xAD3978
  5. #define OFFS_ClientSize 0x564
  6. #define OFFS_Entity 0xADF8C0
  7. #define OFFS_EntitySize 0x1F8
  8. #define OFFS_ViewMatrix 0x113AEE0
  9. #define OFFS_RefDef 0xA414B0
  10. #define OFFS_CGS 0x9D1D20
  11. #define OFFS_CG 0x9D62A0
  12. #define OFFS_Input 0x4C52FA8
  13.  
  14. //Variables
  15. #define OFFS_MagicNumber 0x10CC730
  16. #define OFFS_Seed 0xA4148C
  17. #define OFFS_SpreadMultiplier 0xADABC8
  18. #define OFFS_CSnapShot 0x1144E5C
  19. #define OFFS_CurrentCmdNumberPtr 0x113C584
  20. #define OFFS_ServerCommand 0xC34B7C
  21. #define OFFS_ServerCommandSequence 0xC34B74
  22. #define OFFS_IsIngame 0x9D62B0
  23. #define OFFS_KeyCatcher 0x11378EC
  24. #define OFFS_Keys 0xC11A60
  25. #define OFFS_KButtons 0xC115B0
  26. #define OFFS_D3DRenderer 0x608E5A8
  27. #define OFFS_ViewAngleY 0x113AF78
  28. #define OFFS_ViewAngleX 0x113AF7C
  29. #define OFFS_WeaponViewAngleX 0xA46018
  30. #define OFFS_WeaponViewAngleY 0xA4601C
  31. #define OFFS_RefViewAngles 0xA45FDC
  32. #define OFFS_DisableIngameMouse 0x5B69D85
  33. #define OFFS_GetWeapon 0x9B4C60
  34. #define OFFS_GetWeaponName 0xADB54C
  35. #define OFFS_SetZoom 0x1137A90
  36. #define OFFS_AdvancedUAV 0x9D64A4
  37. #define OFFS_CompassShowEnemies 0x1D02564
  38. #define OFFS_CVarList 0x5AA6D68
  39. #define OFFS_CVarListSize 0x5AA1D40
  40. #define OFFS_PunchAngles 0xA4D3BC
  41.  
  42. //Functions
  43. #define OFFS_GetCVar 0x663610
  44. #define OFFS_GetCVarValue 0x446210
  45. #define OFFS_BulletPenetrationCheck 0x5C2700
  46. #define OFFS_BulletTrajectory 0x5C4DF0
  47. #define OFFS_GetCurrentWeapon 0x4FB790
  48. #define OFFS_GetWeaponSpread 0x4A3570
  49. #define OFFS_GetRandomFloat 0x5C2A70
  50. #define OFFS_ProcessCommand 0x44E000
  51. #define OFFS_Console 0x44E000
  52. #define OFFS_COM_HashKey 0x54CC80
  53. #define OFFS_COM_Error 0x483800
  54. #define OFFS_COM_Notice 0x525440
  55. #define OFFS_GetSnapshot 0x4FC8D0
  56. #define OFFS_AimAssist 0x58B440
  57. #define OFFS_IsVisible 0x51EBA0
  58. #define OFFS_CG_Trace 0x4A82D0
  59. #define OFFS_StrWidth 0x4043F0
  60. #define OFFS_StrHeight 0x7BCE30
  61. #define OFFS_DrawEngineText 0x4635C0
  62. #define OFFS_GetScreenMatrix 0x5561C0
  63. #define OFFS_DrawRotatedPic 0x4E55C0
  64. #define OFFS_DrawStretchPic 0x5338D0
  65. #define OFFS_RegisterShader 0x456100
  66. #define OFFS_RegisterFont 0x53C340
  67. #define OFFS_RegisterTag 0x488EF0
  68. #define OFFS_WorldToScreen 0x546D70
  69. #define OFFS_DrawEngineRadar 0x432B50
  70. #define OFFS_OverlayFriendly 0x5128D0
  71. #define OFFS_OverlayEnemy 0x4A1BB0
  72. #define OFFS_OverlayChopper 0x466A40
  73. #define OFFS_OverlayTurret 0x56A5E0
  74. #define OFFS_OverlayCarePackage 0x479A80
  75. #define OFFS_OverlayLocalPlayer 0x458040
  76. #define OFFS_OverlayPlane 0x56D890
  77.  
  78. //Functions 2
  79. #define OFFS_Rank 0x4FFEF0
  80. #define OFFS_NoRecoil 0x572DC9
  81. #define OFFS_CG_Init 0x492930
  82. #define OFFS_WritePacket 0x4F6280
  83. #define OFFS_CG_Obituary 0x5A6F50
  84.  
  85. //Draw Exception
  86. #define OFFS_cg_drawDamageDirection_DVar 0x9D6294
  87. #define OFFS_cg_drawDamageDirection_DVarValue 0x5ABD7E4
  88. #define OFFS_cg_drawDamageDirection_ExceptionAddr 0x4718E9
  89. //Draw Exception
  90. #define OFFS_cg_hudChatPosition_DVar 0x9D1C7C
  91. #define OFFS_cg_hudChatPosition_DVarValue 0x5AAEAB0
  92. #define OFFS_cg_hudChatPosition_ExceptionAddr 0x5A24B7
  93. //IN_CreateCmd Exception
  94. #define OFFS_cl_pitchspeed_DVar 0xC115AC
  95. #define OFFS_cl_pitchspeed_DVarValue 0x5AAF8F0
  96. #define OFFS_cl_pitchspeed_ExceptionAddr 0x5C97E7
  97. #define OFFS_cl_pitchspeed_ExceptionAddr2 0x5C980B
  98. //WritePacket Exception
  99. #define OFFS_cl_packetdup_DVar 0x1137868
  100. #define OFFS_cl_packetdup_DVarValue 0x5AAF8A4
  101. #define OFFS_cl_packetdup_ExceptionAddr 0x4F639A


Structures / Classes:
C++ Code
  1. // [MW3Tool] AutoGenerated Structures for [1.9.441]
  2.  
  3. typedef struct
  4. {
  5. char _0x0000[0x2]; //0x0
  6. short Valid; //0x2 (0xADF8C2)
  7. char _0x0004[0x10]; //0x4
  8. Vector Origin; //0x14 (0xADF8D4)
  9. Vector Angles; //0x20 (0xADF8E0)
  10. char _0x002C[0x3C]; //0x2C
  11. int Flags; //0x68 (0xADF928)
  12. char _0x006C[0xC]; //0x6C
  13. Vector OldOrigin; //0x78 (0xADF938)
  14. char _0x0084[0x18]; //0x84
  15. Vector OldAngles; //0x9C (0xADF95C)
  16. char _0x00A8[0x28]; //0xA8
  17. int ClientNum; //0xD0 (0xADF990)
  18. short Type; //0xD4 (0xADF994)
  19. char _0x00D6[0x12]; //0xD6
  20. Vector NewOrigin; //0xE8 (0xADF9A8)
  21. char _0x00F4[0x1C]; //0xF4
  22. Vector NewAngles; //0x110 (0xADF9D0)
  23. char _0x011C[0x7C]; //0x11C
  24. byte WeaponID; //0x198 (0xADFA58)
  25. char _0x0199[0x37]; //0x199
  26. int IsAlive; //0x1D0 (0xADFA90)
  27. char _0x01D4[0x24]; //0x1D4
  28. }entity_t; //[Addr: 0xADF8C0] [Size: 0x1F8]
  29.  
  30. typedef struct
  31. {
  32. int Valid; //0x0 (0xAD3978)
  33. char _0x0004[0x8]; //0x4
  34. char Name[16]; //0xC (0xAD3984)
  35. int Team; //0x1C (0xAD3994)
  36. char _0x0020[0x4]; //0x20
  37. int Rank; //0x24 (0xAD399C)
  38. char _0x0028[0x10]; //0x28
  39. int Perk; //0x38 (0xAD39B0)
  40. char _0x003C[0x8]; //0x3C
  41. int Score; //0x44 (0xAD39BC)
  42. char _0x0048[0x458]; //0x48
  43. int Attacking; //0x4A0 (0xAD3E18)
  44. char _0x04A4[0x4]; //0x4A4
  45. int Zooming; //0x4A8 (0xAD3E20)
  46. char _0x04AC[0xB8]; //0x4AC
  47. }client_t; //[Addr: 0xAD3978] [Size: 0x564]
  48.  
  49. typedef struct
  50. {
  51. char _0x0000[0x8]; //0x0
  52. int Width; //0x8 (0xA414B8)
  53. int Height; //0xC (0xA414BC)
  54. int FovX; //0x10 (0xA414C0)
  55. int FovY; //0x14 (0xA414C4)
  56. Vector ViewOrg; //0x18 (0xA414C8)
  57. Vector ViewAxis[3]; //0x24 (0xA414D4)
  58. char _0x0048[0x24]; //0x48
  59. float ZoomProgress; //0x6C (0xA4151C)
  60. char _0x0070[0x4ABC]; //0x70
  61. float RefViewAngleY; //0x4B2C (0xA45FDC)
  62. float RefViewAngleX; //0x4B30 (0xA45FE0)
  63. char _0x4B34[0x34]; //0x4B34
  64. float WeaponViewAngleX; //0x4B68 (0xA46018)
  65. float WeaponViewAngleY; //0x4B6C (0xA4601C)
  66. }refdef_t; //[Addr: 0xA414B0] [Size: 0x4B70]
  67.  
  68. typedef struct
  69. {
  70. int ServerTime; //0x0 (0x9D62A0)
  71. int PlayerState; //0x4 (0x9D62A4)
  72. int StaminaTimer; //0x8 (0x9D62A8)
  73. unsigned short PlayerStance; //0xC (0x9D62AC)
  74. char _0x000E[0x2]; //0xE
  75. int IsIngame; //0x10 (0x9D62B0)
  76. char _0x0014[0x4]; //0x14
  77. int iVelocity; //0x18 (0x9D62B8)
  78. Vector Origin; //0x1C (0x9D62BC)
  79. Vector Velocity; //0x28 (0x9D62C8)
  80. char _0x0034[0x2C]; //0x34
  81. float RefViewAngleY; //0x60 (0x9D6300)
  82. float RefViewAngleX; //0x64 (0x9D6304)
  83. char _0x0068[0xE8]; //0x68
  84. int ClientNum; //0x150 (0x9D63F0)
  85. char _0x0154[0x4]; //0x154
  86. float ViewAngleY; //0x158 (0x9D63F8)
  87. float ViewAngleX; //0x15C (0x9D63FC)
  88. char _0x0160[0x3C]; //0x160
  89. int Health; //0x19C (0x9D643C)
  90. char _0x01A0[0x1C]; //0x1A0
  91. int MaxEntities; //0x1BC (0x9D645C)
  92. char _0x01C0[0x44]; //0x1C0
  93. int AdvancedUAV; //0x204 (0x9D64A4)
  94. char _0x0208[0x38]; //0x208
  95. int NextAttack; //0x240 (0x9D64E0)
  96. char _0x0244[0x12C]; //0x244
  97. int WeaponID; //0x370 (0x9D6610)
  98. unsigned short EquipmentState; //0x374 (0x9D6614)
  99. unsigned short WeaponSwapState; //0x376 (0x9D6616)
  100. float WeaponZoom; //0x378 (0x9D6618)
  101. float MovementSpreadMultiplier; //0x37C (0x9D661C)
  102. char _0x0380[0x16C]; //0x380
  103. byte PerkSlot3; //0x4EC (0x9D678C)
  104. char _0x04ED[0x6ACFF]; //0x4ED
  105. int Seed; //0x6B1EC (0xA4148C)
  106. char _0x6B1F0[0x20]; //0x6B1F0
  107. refdef_t RefDef; //0x6B210 (0xA414B0)
  108. char _0x6FD80[0x8D958]; //0x6FD80
  109. client_t Client[18]; //0xFD6D8 (0xAD3978)
  110. char _0x1037E0[0x1148]; //0x1037E0
  111. float SpreadMultiplier; //0x104928 (0xADABC8)
  112. char _0x10492C[0x4CF4]; //0x10492C
  113. entity_t Entity[2048]; //0x109620 (0xADF8C0)
  114. }cg_t; //[Addr: 0x9D62A0] [Size: 0x205620]
  115.  
  116. typedef struct
  117. {
  118. char _0x0000[0x8]; //0x0
  119. int Width; //0x8 (0x9D1D28)
  120. int Height; //0xC (0x9D1D2C)
  121. char _0x0010[0x14]; //0x10
  122. char GameType[4]; //0x24 (0x9D1D44)
  123. char _0x0028[0x1C]; //0x28
  124. char HostName[64]; //0x44 (0x9D1D64)
  125. char _0x0084[0xC4]; //0x84
  126. int MaxClients; //0x148 (0x9D1E68)
  127. char _0x014C[0x4]; //0x14C
  128. char MapName[64]; //0x150 (0x9D1E70)
  129. char _0x0190[0x43F0]; //0x190
  130. cg_t CGame; //0x4580 (0x9D62A0)
  131. }cgs_t; //[Addr: 0x9D1D20] [Size: 0x45C0]
  132.  
  133. typedef struct
  134. {
  135. Vector Recoil; //0x0 (0x113AEE0)
  136. Vector Origin; //0xC (0x113AEEC)
  137. char _0x0018[0x80]; //0x18
  138. float ViewAngleY; //0x98 (0x113AF78)
  139. float ViewAngleX; //0x9C (0x113AF7C)
  140. }viewmatrix_t; //[Addr: 0x113AEE0] [Size: 0xA0]


Dumps:
C++ Code
  1. // [MW3Tool] AutoGenerated Dumps for [1.9.441]
  2.  
  3.  
  4. struct cvar_t
  5. {
  6. char *szName; //0x0000
  7. char _0x0004[8];
  8. byte Value; //0x000C
  9. };
  10. cvar_t *CGameCVars::GetCVar(char *szName)
  11. {
  12. for(int i=0;i<2048;++i)
  13. {
  14. cvar_t *pCVar=(cvar_t*)(OFFS_CVarList + 0x4C * i);
  15. if(!strcmp(szName,pCVar->szName))
  16. return pCVar;
  17. }
  18. return 0;
  19. }
  20.  
  21. //Entity Types
  22. #define ET_GENERAL 0
  23. #define ET_PLAYER 1
  24. #define ET_PLAYER_CORPSE 2
  25. #define ET_ITEM 3
  26. #define ET_MISSILE 4
  27. #define ET_INVISIBLE 5
  28. #define ET_SCRIPTMOVER 6
  29. #define ET_SOUND_BLEND 7
  30. #define ET_FX 8
  31. #define ET_LOOP_FX 9
  32. #define ET_PRIMARY_LIGHT 10
  33. #define ET_TURRET 11
  34. #define ET_HELICOPTER 12
  35. #define ET_PLANE 13
  36. #define ET_VEHICLE 14
  37. #define ET_VEHICLE_COLLMAP 15
  38. #define ET_VEHICLE_CORPSE 16
  39. #define ET_VEHICLE_SPAWNER 17
  40.  
  41. //Events
  42. #define EV_NONE 0
  43. #define EV_FOLIAGE_SOUND 1
  44. #define EV_STOP_WEAPON_SOUND 2
  45. #define EV_SOUND_ALIAS 3
  46. #define EV_SOUND_ALIAS_AS_MASTER 4
  47. #define EV_STOPSOUNDS 5
  48. #define EV_STANCE_FORCE_STAND 6
  49. #define EV_STANCE_FORCE_CROUCH 7
  50. #define EV_STANCE_FORCE_PRONE 8
  51. #define EV_STANCE_INVALID 9
  52. #define EV_ITEM_PICKUP 10
  53. #define EV_AMMO_PICKUP 11
  54. #define EV_NOAMMO 12
  55. #define EV_EMPTYCLIP 13
  56. #define EV_EMPTY_OFFHAND_PRIMARY 14
  57. #define EV_EMPTY_OFFHAND_SECONDARY 15
  58. #define EV_OFFHAND_END_NOTIFY 16
  59. #define EV_RESET_ADS 17
  60. #define EV_RELOAD 18
  61. #define EV_RELOAD_FROM_EMPTY 19
  62. #define EV_RELOAD_START 20
  63. #define EV_RELOAD_END 21
  64. #define EV_RELOAD_START_NOTIFY 22
  65. #define EV_RELOAD_ADDAMMO 23
  66. #define EV_RAISE_WEAPON 24
  67. #define EV_FIRST_RAISE_WEAPON 25
  68. #define EV_PUTAWAY_WEAPON 26
  69. #define EV_WEAPON_ALT 27
  70. #define EV_WEAPON_SWITCH_STARTED 28
  71. #define EV_PULLBACK_WEAPON 29
  72. #define EV_FIRE_WEAPON 30
  73. #define EV_FIRE_WEAPON_LASTSHOT 31
  74. #define EV_FIRE_RICOCHET 32
  75. #define EV_RECHAMBER_WEAPON 33
  76. #define EV_EJECT_BRASS 34
  77. #define EV_FIRE_WEAPON_LEFT 35
  78. #define EV_FIRE_WEAPON_LASTSHOT_LEFT 36
  79. #define EV_EJECT_BRASS_LEFT 37
  80. #define EV_HITCLIENT_FIRE_WEAPON 38
  81. #define EV_HITCLIENT_FIRE_WEAPON_LASTSHOT 39
  82. #define EV_HITCLIENT_FIRE_WEAPON_LEFT 40
  83. #define EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT 41
  84. #define EV_SV_FIRE_WEAPON 42
  85. #define EV_SV_FIRE_WEAPON_LASTSHOT 43
  86. #define EV_SV_FIRE_WEAPON_LEFT 44
  87. #define EV_SV_FIRE_WEAPON_LASTSHOT_LEFT 45
  88. #define EV_MELEE_SWIPE 46
  89. #define EV_FIRE_MELEE 47
  90. #define EV_PREP_OFFHAND 48
  91. #define EV_USE_OFFHAND 49
  92. #define EV_SWITCH_OFFHAND 50
  93. #define EV_MELEE_HIT 51
  94. #define EV_MELEE_MISS 52
  95. #define EV_MELEE_BLOOD 53
  96. #define EV_SV_FIRE_TURRET 54
  97. #define EV_FIRE_TURRET 55
  98. #define EV_FIRE_SENTRY 56
  99. #define EV_FIRE_QUADBARREL_1 57
  100. #define EV_FIRE_QUADBARREL_2 58
  101. #define EV_BULLET_HIT 59
  102. #define EV_BULLET_HIT_SHIELD 60
  103. #define EV_BULLET_HIT_EXPLODE 61
  104. #define EV_BULLET_HIT_CLIENT_SMALL 62
  105. #define EV_BULLET_HIT_CLIENT_LARGE 63
  106. #define EV_BULLET_HIT_CLIENT_EXPLODE 64
  107. #define EV_BULLET_HIT_CLIENT_SHIELD 65
  108. #define EV_BULLET_DESTROY_CLIENT_SHIELD 66
  109. #define EV_EXPLOSIVE_IMPACT_ON_SHIELD 67
  110. #define EV_EXPLOSIVE_SPLASH_ON_SHIELD 68
  111. #define EV_GRENADE_BOUNCE 69
  112. #define EV_GRENADE_STICK 70
  113. #define EV_GRENADE_REST 71
  114. #define EV_GRENADE_ROLL 72
  115. #define EV_GRENADE_EXPLODE 73
  116. #define EV_GRENADE_PICKUP 74
  117. #define EV_GRENADE_LETGO 75
  118. #define EV_ROCKET_EXPLODE 76
  119. #define EV_ROCKET_EXPLODE_NOMARKS 77
  120. #define EV_FLASHBANG_EXPLODE 78
  121. #define EV_CUSTOM_EXPLODE 79
  122. #define EV_CUSTOM_EXPLODE_NOMARKS 80
  123. #define EV_CHANGE_TO_DUD 81
  124. #define EV_DUD_EXPLODE 82
  125. #define EV_DUD_IMPACT 83
  126. #define EV_TROPHY_EXPLODE 84
  127. #define EV_BULLET 85
  128. #define EV_PLAY_FX 86
  129. #define EV_PLAY_FX_ON_TAG 87
  130. #define EV_STOP_FX_ON_TAG 88
  131. #define EV_PLAY_FX_ON_TAG_FOR_CLIENTS 89
  132. #define EV_PHYS_EXPLOSION_SPHERE 90
  133. #define EV_PHYS_EXPLOSION_CYLINDER 91
  134. #define EV_PHYS_EXPLOSION_JOLT 92
  135. #define EV_RADIUSDAMAGE 93
  136. #define EV_PHYS_JITTER 94
  137. #define EV_EARTHQUAKE 95
  138. #define EV_GRENADE_SUICIDE 96
  139. #define EV_DETONATE 97
  140. #define EV_NIGHTVISION_WEAR 98
  141. #define EV_NIGHTVISION_REMOVE 99
  142. #define EV_MISSILE_REMOTE_BOOST 100
  143. #define EV_VARIABLE_ZOOM_CHANGE 101
  144. #define EV_OBITUARY 102
  145. #define EV_NO_PRIMARY_GRENADE_HINT 103
  146. #define EV_NO_SECONDARY_GRENADE_HINT 104
  147. #define EV_TARGET_TOO_CLOSE_HINT 105
  148. #define EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT 106
  149. #define EV_LOCKON_REQUIRED_HINT 107
  150. #define EV_VEHICLE_COLLISION 108
  151. #define EV_VEHICLE_SUSPENSION_SOFT 109
  152. #define EV_VEHICLE_SUSPENSION_HARD 110
  153. #define EV_FOOTSTEP_SPRINT 111
  154. #define EV_FOOTSTEP_RUN 112
  155. #define EV_FOOTSTEP_WALK 113
  156. #define EV_FOOTSTEP_PRONE 114
  157. #define EV_JUMP 115
  158. #define EV_LANDING_DEFAULT 116
  159. #define EV_LANDING_BARK 117
  160. #define EV_LANDING_BRICK 118
  161. #define EV_LANDING_CARPET 119
  162. #define EV_LANDING_CLOTH 120
  163. #define EV_LANDING_CONCRETE 121
  164. #define EV_LANDING_DIRT 122
  165. #define EV_LANDING_FLESH 123
  166. #define EV_LANDING_FOLIAGE 124
  167. #define EV_LANDING_GLASS 125
  168. #define EV_LANDING_GRASS 126
  169. #define EV_LANDING_GRAVEL 127
  170. #define EV_LANDING_ICE 128
  171. #define EV_LANDING_METAL 129
  172. #define EV_LANDING_MUD 130
  173. #define EV_LANDING_PAPER 131
  174. #define EV_LANDING_PLASTER 132
  175. #define EV_LANDING_ROCK 133
  176. #define EV_LANDING_SAND 134
  177. #define EV_LANDING_SNOW 135
  178. #define EV_LANDING_WATER 136
  179. #define EV_LANDING_WOOD 137
  180. #define EV_LANDING_ASPHALT 138
  181. #define EV_LANDING_CERAMIC 139
  182. #define EV_LANDING_PLASTIC 140
  183. #define EV_LANDING_RUBBER 141
  184. #define EV_LANDING_CUSHION 142
  185. #define EV_LANDING_FRUIT 143
  186. #define EV_LANDING_PAINTEDMETAL 144
  187. #define EV_LANDING_RIOTSHIELD 145
  188. #define EV_LANDING_SLUSH 146
  189. #define EV_LANDING_PAIN_DEFAULT 147
  190. #define EV_LANDING_PAIN_BARK 148
  191. #define EV_LANDING_PAIN_BRICK 149
  192. #define EV_LANDING_PAIN_CARPET 150
  193. #define EV_LANDING_PAIN_CLOTH 151
  194. #define EV_LANDING_PAIN_CONCRETE 152
  195. #define EV_LANDING_PAIN_DIRT 153
  196. #define EV_LANDING_PAIN_FLESH 154
  197. #define EV_LANDING_PAIN_FOLIAGE 155
  198. #define EV_LANDING_PAIN_GLASS 156
  199. #define EV_LANDING_PAIN_GRASS 157
  200. #define EV_LANDING_PAIN_GRAVEL 158
  201. #define EV_LANDING_PAIN_ICE 159
  202. #define EV_LANDING_PAIN_METAL 160
  203. #define EV_LANDING_PAIN_MUD 161
  204. #define EV_LANDING_PAIN_PAPER 162
  205. #define EV_LANDING_PAIN_PLASTER 163
  206. #define EV_LANDING_PAIN_ROCK 164
  207. #define EV_LANDING_PAIN_SAND 165
  208. #define EV_LANDING_PAIN_SNOW 166
  209. #define EV_LANDING_PAIN_WATER 167
  210. #define EV_LANDING_PAIN_WOOD 168
  211. #define EV_LANDING_PAIN_ASPHALT 169
  212. #define EV_LANDING_PAIN_CERAMIC 170
  213. #define EV_LANDING_PAIN_PLASTIC 171
  214. #define EV_LANDING_PAIN_RUBBER 172
  215. #define EV_LANDING_PAIN_CUSHION 173
  216. #define EV_LANDING_PAIN_FRUIT 174
  217. #define EV_LANDING_PAIN_PAINTEDMETAL 175
  218. #define EV_LANDING_PAIN_RIOTSHIELD 176
  219. #define EV_LANDING_PAIN_SLUSH 177
  220. #define EV_MANTLE 178



Credits: godly // UC-Forum (master131, Alexak92, cardoow, raiders, kingorgy, CypherPresents, b2k5,shaunm2, Sfab1)
Reply

#5
Server offsets are different. Thanks for this though.
[Image: azuw.jpg]
Reply

#6
I found some Offsets for the Player Information (like in "rcon status"), but they are only get visible & updated if you type in "rcon status".
For example Player ID 0: 0x0012DA9F - is there another Offset to get those information permanently?
And is there any possibility to write into the chat without being ingame? like using the iw5mp_server gui?
[Image: epvp71up3.png]
Reply

#7
(08-21-2012, 12:58)jakata Wrote: I found some Offsets for the Player Information (like in "rcon status"), but they are only get visible & updated if you type in "rcon status".
For example Player ID 0: 0x0012DA9F - is there another Offset to get those information permanently?
And is there any possibility to write into the chat without being ingame? like using the iw5mp_server gui?

You can write
Code:
say "this is the admin"
in the console (iw5mp_server) and it will display in chat.

Player informations is in the client struct, which starts somewhere near 0x04000000 (currently don't have the exact value).
[Image: azuw.jpg]
Reply

#8
Yay, why we can't do something with 'RefDef' name?
It contains some information for client.. ( from q3 )
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#9
Hey,
thanks for the hint, zxz0O0!
The Address for the first client (0) i got now is "0x04A10480". There i find the XUID, the Playername and many other stuff. Is there a rythmic where i can find the other 17 offsets?
And is there an Offset for the Team Deathmatch Score? like (10600 / 8800)? I tried to search for them, but i havent found the right ones.

Cheers and thanks for the big help!
[Image: epvp71up3.png]
Reply

#10
Size should be 0x78690 then do (Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset).

There is an address holding the score but it's read-only. Score is GSC.
[Image: azuw.jpg]
Reply



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