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Release [BO/SP] Offsets
#1
Code:
wallhack         0x6B87A0
DrawStretchPic         0x6CE2D0
RegisterFont         0x6CB8F0
RegisterShader        0x6CC8A0
DrawEngineText         0x6CE800
SendCommandToConsole     0x64DB40

new:
PHP Code:
wallhack         0x6B86B0
DrawStretchPic         0x6CE2E0
RegisterFont         0x6E8B70
RegisterShader        0x6CC7E0
DrawEngineText         0x6CE810
SendCommandToConsole     0x457290
RenderScene             0x6C15B0 
Width                   0x29d4c998
Height                  0x29d4c99C
unlimited ammo          0x46A735 
0x80 0x78 0x18 0x01 cmp byte ptr [eax+18],01(works awesum)
unlimited ammo          0x46A749 eb 43 jmp 0046a78e(works also for explosives

PHP Code:
class Camera
{
public:
    
Vec3 recoil//0x0000  
        
char unknown4[108]; //0x0004
    
float viewAngleY//0x0078  
    
float viewAngleX//0x007C  
}//Size=0x0080(128) 

PHP Code:
class cEntity
{
public:
    
char unknown0[36];
    
Vec3 vOrigin//0018    
};

class 
CRefdef
{
public:
    
__int32 x//0000
    
__int32 y//0004
    
__int32 width//0008
    
__int32 height//000C
    
float FovX//0010
    
float FovY//0014
    
float TotalFov//0018
    
Vec3 vOrigin//001C    
    
char unknown0[4];
    
Vec3 vAxis[3]; //002C
};//0x29d0a560 

PHP Code:
DWORD GetWeaponInfoOffset(DWORD WeapNum)
{
    
DWORD dwCall 0x485F90;
    
DWORD dwReturn;
    
__asm{
        
push WeapNum
        call 
[dwCall]
        
mov dwReturneax
        add esp
,0x4
    
}
    return 
dwReturn;
}

cEntityGetEntByIndex(int Index)
{
    
DWORD dwStart = *(DWORD*)0x3061db0;
    
DWORD dwOffset = (dwStart + (Index*0x31C));
    
    return (
cEntity*)dwOffset;
}


DWORD GetType(cEntitypEnt)
{
    static 
DWORD dwReturn;    
    
__asm mov esipEnt
    __asm movsx eax
WORD PTR DS:[esi+0x222]
    
__asm mov dwReturneax    
    
return dwReturn;


PHP Code:
void EntityLoop()
{
    
float ScreenXScreenY;
    for(
int i=0i<1024i++)
    {
        
cEntityEnt GetEntByIndex(i);
        
DWORD dwType GetType(Ent);

        if((!
Ent)||(dwType != 16))//for some reason players are 0x10
          
continue;

        if(
WorldToScreen(Ent->vOrigin, &ScreenX, &ScreenY))
        {            
            
cDrawText(ScreenXScreenY1.0f1.0ftRed"human");
        }
        
    }


PHP Code:
typedef void ( * Wallhack_ )();
Wallhack_        pWallhack;

void __declspec(nakednWallhack()
{
    
__asm pushad
    __asm cmp DWORD PTR 
[esp+0x20], 0x672A7D
    __asm jne doJmp
    __asm mov 
[esp+0x30], 0x12
doJmp
:
    
__asm popad
    __asm jmp
[pWallhack]
}
//detour @ 0x6B86B0 

PHP Code:
void NoSpread()
{
    
cEntityLocalEnt GetEntByIndex(0);    
    
cWeaponInfoWeapInfo = (cWeaponInfo*)(GetWeaponInfoOffset(LocalEnt->WeaponNum));

    if(
WeapInfo)
    {
        
WeapInfo->Spread1 0.0f;
        
WeapInfo->Spread2 0.0f;
        
WeapInfo->Spread3 0.0f;
        
WeapInfo->Spread4 0.0f;
        
WeapInfo->Spread5 0.0f;
        
WeapInfo->Spread6 0.0f;
        
WeapInfo->Spread7 0.0f;
        
WeapInfo->Spread8 0.0f;
    }



PHP Code:
#define PLAYER_BASE 0x01A4AFD8
#define ENTITY_BASE 0x03061DB0
#define CAMERA_ADDRESS 0x028D1518
#define ROUNDINFO_ADDRESS 0x01BCD4D0 // For zombies
#define REFDEF_ADDRESS 0x29D0A560

struct Vec3 union struct float xyz; }; float v[3]; }; };
struct FOV float xfloat yfloat total;};

class 
Player;
class 
PlayerInfo;
class 
Camera;
class 
RoundInfo;
class 
RefDef;

class 
Player
{
public:
        
char unknown0[60]; //0x0000
    
float viewAngleY//0x003C  
    
float viewAngleX//0x0040  
        
char unknown68[24]; //0x0044
    
__int32 cameraMovingDirection//0x005C  
        
char unknown96[168]; //0x0060
    
float posX//0x0108  
    
float posZ1//0x010C  
        
char unknown272[4]; //0x0110
    
float posY//0x0114  
    
float posZ2//0x0118 Possibly head height 
        
char unknown284[8]; //0x011C
    
float posZ3//0x0124  
        
char unknown296[20]; //0x0128
    
PlayerInfoplayerInfo//0x013C  
        
char unknown320[4]; //0x0140
    
RoundInforoundInfo//0x0144  
        
char unknown328[60]; //0x0148
    
__int32 health//0x0184  
        
char unknown392[456]; //0x0188
}//Size=0x0350(848)

class PlayerInfo
{
public:
        
char unknown0[840]; //0x0000
    
__int32 primaryBullets//0x0348  
        
char unknown844[12]; //0x034C
    
__int32 secondaryBullets//0x0358  
        
char unknown860[100]; //0x035C
    
__int32 primaryClip//0x03C0  
        
char unknown964[4]; //0x03C4
    
__int32 grenadeCount//0x03C8  
        
char unknown972[4]; //0x03CC
    
__int32 secondaryClip//0x03D0  
        
char unknown980[5836]; //0x03D4
    
char name[32]; //0x1AA0  
        
char unknown6848[120]; //0x1AC0
    
char name2[32]; //0x1B38  
        
char unknown7000[48]; //0x1B58
    
__int32 money//0x1B88  
    
__int32 kills//0x1B8C  
        
char unknown7056[28]; //0x1B90
    
__int32 headshots//0x1BAC  
        
char unknown7088[100]; //0x1BB0
    
__int16 stance//0x1C14  
        
char unknown7190[292]; //0x1C16
}//Size=0x1D3A(7482)

class Camera
{
public:
    
Vec3 recoil//0x0000  
        
char unknown12[108]; //0x000C
    
float viewAngleY//0x0078  
    
float viewAngleX//0x007C  
}//Size=0x0080(128)

class RoundInfo
{
public:
    
PlayerroundHost//0x0000  
        
char unknown4[36]; //0x0004
    
__int32 zombieCount//0x0028  
        
char unknown44[228]; //0x002C
    
__int16 ID0F1741D8//0x0110  
    
__int16 roundNumber//0x0112  
        
char unknown276[32]; //0x0114
}//Size=0x0134(308)

class RefDef
{
public:
        
char unknown0[8]; //0x0000
    
__int32 screenWidth//0x0008  
    
__int32 screenHeight//0x000C  
    
FOV fieldOfView//0x0010  
    
Vec3 playerOrigin//0x001C  
        
char unknown40[4]; //0x0028
    
Vec3 viewAxis[3]; //0x002C  
}//Size=0x0050(80) 

GetPlayerByIndex function, the index goes from 0 - 3 (Player 1 - 4)

PHP Code:
PlayerGetPlayerByIndex(int index)
{
    return (
Player*)(PLAYER_BASE + (sizeof(Player) * index));


cardoow
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