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  1. #46
    dtx12's Avatar
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    Quote Originally Posted by epicplayer112211221122 View Post
    cann you do sometihng like a project to download in a Thread something like

    Thread:example for c++ tranzit without fog example
    download: tranzit without fog.zip
    Source code for console application that turns off the fog..(But I usually use dllmain)
    <b>Downloadable Files</b> Downloadable Files
    Last edited by dtx12; 08-21-2013 at 05:51 AM.

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  3. #47
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    Quote Originally Posted by epicplayer112211221122 View Post
    realy i dint get it can you send me with skype please ?
    micha.ehrsam2
    Simply compile it.It's a source code of dllmain.

    <b>Downloadable Files</b> Downloadable Files
    Last edited by dtx12; 08-21-2013 at 07:10 AM.

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  5. #48
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    player_sustainammo 1
    Code:
    WriteProcessMemory(GetCurrentProcess(),(void*)0x005A7E2C,(PBYTE)"\x6A\x01",2,0);
    WriteProcessMemory(GetCurrentProcess(),(void*)0x0055BD38,(PBYTE)"\xB8\xE0\x8B\x1B\x03",5,0);

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  7. #49
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    Real God Mode
    Code:
    void godmode(int client)
    {
    int clt = 0x22FCAB0 + (client*0x57F8);
    WriteProcessMemory(GetCurrentProcess(),(void*)clt ,(PBYTE)"\x41",1,0);
    }
    Last edited by dtx12; 08-23-2013 at 09:10 AM.

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  9. #50
    epicplayer112211221122's Avatar
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    0x22FCAB0 real godmode thanks to dtx12
    0x22FCAB0 in cheatengine 4 bit
    4 default
    5 godmode

  10. #51
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    The source code of my latest project, I added a pattern recognition(thanks to jzm creators), so hack will work for all future updates, and for 4d1 without updating offsets.
    <b>Downloadable Files</b> Downloadable Files
    Last edited by dtx12; 08-26-2013 at 07:46 AM.

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  12. #52
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    Multiplayer:
    Code:
    typedef void (__cdecl * Cbuf_AddText_t)(int a1, const char* a2);
    Cbuf_AddText_t Cbuf_AddText = (Cbuf_AddText_t) 0x572AB0;
    
    typedef void (__cdecl * Com_Error_t)(int type, char* message, ...);
    Com_Error_t Com_Error = (Com_Error_t) 0x518900;
    
    typedef void (__cdecl * Cmd_AddCommand_t)(const char* name, int function_of_new_command, char);
    Cmd_AddCommand_t Cmd_AddCommand = (Cmd_AddCommand_t) 0x622D00;
    
    typedef void (__cdecl * SV_GameSendServerCommand_t)(int target_number, int a2, const char* cmd);
    SV_GameSendServerCommand_t SV_GameSendServerCommand = (SV_GameSendServerCommand_t)0x5F6C40;
    Usage:
    Code:
    int HelloWorldFunction() {
    // do something
    }
    
    Cbuf_AddText(0, "startZombies\n");
    Com_Error(2, "This is an error.");
    Cmd_AddCommand("helloworld", HelloWorldFunction, 0);
    SV_GameSendServerCommand(-1, 0, "%c \"This is a test.\"");
    Last edited by xVIRUZx; 08-30-2013 at 11:47 AM.

  13. #53
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    Multiplayer:
    Code:
    typedef void (__cdecl * Com_PrintError_t)(int, const char*, ...);
    Com_PrintError_t Com_PrintError = (Com_PrintError_t) 0x518900;
    
    typedef void (__cdecl * Cmd_AddServerCommand_t)(const char* name, int function_of_new_command, char);
    Cmd_AddServerCommand_t Cmd_AddServerCommand = (Cmd_AddServerCommand_t)0x622D00;

    Usage:
    Code:
    int HelloWorldFunction() {
    // do something
    }
    
    Com_PrintError(1, "This is another type of error.");
    Cmd_AddServerCommand("helloworld", HelloWorldFunction, 0);

  14. #54
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    Just in case you're having "Exceeded limit of %d '%s' assets."

    Code:
    typedef enum TypeOfAssets {
    
    xmodelpieces = 0,
    physpreset = 1,
    physconstraints = 2,
    destructibledef = 3,
    xanim = 4,
    xmodel = 5,
    material = 6,
    techset = 7,
    image = 8,
    sound = 9,
    sound_patch = 10,
    col_map_sp = 11,
    col_map_mp = 12,
    com_map = 13,
    game_map_sp = 14,
    game_map_mp = 15,
    map_ents = 16,
    gfx_map = 17,
    lightdef = 18,
    ui_map = 19,
    font = 20,
    fonticon = 21,
    men***** = 22,
    menu = 23,
    localize = 24,
    weapon = 25,
    weapondef = 26,
    weaponvariant = 27,
    weaponfull = 28,
    attachment = 29,
    attachmentunique = 30,
    weaponcamo = 31,
    snddriverglobals = 32,
    fx = 33,
    impactfx = 34,
    aitype = 35,
    mptype = 36,
    mpbody = 37,
    mphead = 38,
    character = 39,
    xmodelalias = 40,
    rawfile = 41,
    stringtable = 42,
    leaderboarddef = 43,
    xGlobals = 44,
    glasses = 45,
    emblemset = 46,
    scriptparsetree = 47,
    keyvaluepairs = 48,
    vehicle = 49,
    memoryblock = 50,
    addon_map_ents = 51,
    tracer = 52,
    skinnedverts = 53,
    slug = 54,
    footsteptable = 55,
    footstepfxtable = 56,
    zbarrier = 57,
    string = 58,
    assetlist = 59,
    report = 60,
    depend = 61
    
    };
    Last edited by xVIRUZx; 08-30-2013 at 12:01 PM.

  15. #55
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    Some of the addresses posted in this thread are not updated (I guess?) so I decided to post some of them for the latest version of OP2 (39.1337.4).

    Ammo (4 bytes):
    Primary: 0x2300ED4
    Secondary: 0x2300ED0
    Tactical: 0x2300EDC
    Lethal: 0x2300ED8

    Timescale (Float):
    Address: 0x24F2984

    Bots' clan tag (String) [NOT SURE]:
    Address: 0xBC8E50
    Default value: connect "\invited\1\cg_predictItems\1\cl_anonymous\0\color \4\head\default\model\multi\snaps\20\rate\5000\nam e\%s\clanAbbrev\3arc\xuid\%s\xnaddr\%s\natType\2\p rotocol\%d\netfieldchk\%d\sessionmode\%d\migrating \1"
    Change it to: connect "\invited\1\cg_predictItems\1\cl_anonymous\0\color \4\head\default\model\multi\snaps\20\rate\5000\nam e\%s\clanAbbrev\CLAN_TAG_HERE\xuid\%s\xnaddr\%s\natType\2\protocol\%d\netfieldc hk\%d\sessionmode\%d\migrating\1"
    Last edited by xVIRUZx; 08-31-2013 at 12:38 PM.

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  17. #56
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    y = 2E490D58
    z = 2E490D54
    x = 2E490D50

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  19. #57
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    Multiplayer:
    Code:
    typedef void(__cdecl* Com_Printf_t)(int type, char* message, ...);
    Com_Printf_t Com_Printf = (Com_Printf_t) 0x518900;
    Usage:
    Code:
    Com_Printf(1, "This is now printed on the game console output.");

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  21. #58
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    it pains me to see you guys dealing with addresses, i've posted these on a nother forum a while ago but i don't think i can link to it so...


     
    Code:
    #include <Windows.h>
    #include "Vec3.h"
    #include "Guns.h"
    #include "Vec2.h"
    //Credits to Me
    class PlayerStats
    {
    public:
    	__int32 PrimaryAmmo; //0x0000 
    	__int32 Grenades; //0x0004
    	__int32 SecondaryAmmo; //0x0008 
    	__int32 SpecialGrenades; //0x000C
    char _0x000C[20872];
    	__int32 Unkn; //0x5198 
    	__int32 Money; //0x519C 
    char _0x51A0[672];
    
    };//Size=0x5440
    
    class WeaponInfo
    {
    public:
    	__int32 PrimaryWepID; //0x0000 
    char _0x0004[4];
    	float RecoilPrimary; //0x0008 
    char _0x000C[44];
    	__int32 SecondaryWepID; //0x0038 
    char _0x003C[4];
    	float RecoilSecondary; //0x0040 
    	float N00EE5FF3; //0x0044 
    char _0x0048[56];
    
    };//Size=0x0080
    
    
    class PlayerInfo
    {
    public:
    char _0x0000[192];
    	Vec3 Origin; //0x00C0 
    	Vec3 AddtoOrigin; //0x00CC 
    char _0x00D8[440];
    	Vec2 AimAngles; //0x0290  not writable
    char _0x0298[52];
    	__int32 DamageAmount; //0x02CC not writable
    	__int32 Health; //0x02D0 not writable
    char _0x02D4[364];
    
    };//Size=0x0440
    
    class AimAngles
    {
    public:
    char _0x0000[4];
    	float Vertical; //0x0004 both are writable
    	float Horizontal; //0x0008 
    char _0x000C[52];
    
    };//Size=0x0040
    extern AimAngles* Aimangles;
    extern PlayerInfo* Playerinfo;
    extern PlayerStats* Playerstats;
    extern WeaponInfo* PlayerWep;


     


    Code:
    AimAngles* Aimangles=(AimAngles*)0x2D3EFB38;
    PlayerStats* Playerstats=(PlayerStats*)0x022FCEC4;
    WeaponInfo* PlayerWep=(WeaponInfo*)0x022FCCFC;
    PlayerInfo* Playerinfo=(PlayerInfo*)0x022FCA00;

     

    This is about the writable aimangles vs non-writable
    Code:
    writeable address reads 849 degrees
    849/360 =2 rotations
    849- (360 * 2 rotations)= 129 Degrees <- read only aimangles reads this


     
    Code:
    THIS IS NOT THE BEST WAY, YOU SHOULD REVERSE A GUN NAME to ID FUnCTION
    enum GunsList{
    	defaultweapon_mp =1,
    ak74u_zm =2,
    mp5k_zm =3,
    qcw05_zm =4,
    ak74u_upgraded_zm =5,
    mp5k_upgraded_zm =6,
    qcw05_upgraded_zm =7,
    m14_zm =9,
    m16_zm =10,
    saritch_zm =11,
    xm8_zm =12,
    type95_zm =13,
    tar21_zm =14,
    m14_upgraded_zm =15,
    m16_gl_upgraded_zm =16,
    saritch_upgraded_zm =18,
    xm8_upgraded_zm =20,
    type95_upgraded_zm =22,
    tar21_upgraded_zm =24,
    gun870mcs_zm =26,
    rottweil72_zm =27,
    saiga12_zm =28,
    srm1216_zm =29,
    gun870mcs_upgraded_zm =30,
    rottweil72_upgraded_zm =31,
    saiga12_upgraded_zm =32,
    srm1216_upgraded_zm =33,
    galil_zm =34,
    fnfal_zm =35,
    rpd_zm =36,
    hamr_zm =37,
    galil_upgraded_zm =38,
    fnfal_upgraded_zm =39,
    rpd_upgraded_zm =40,
    hamr_upgraded_zm =41,
    dsr50_zm =42,
    barretm82_zm =43,
    dsr50_upgraded_zm =44,
    barretm82_upgraded_zm =45,
    knife_zm =46,
    m1911_zm =47,
    python_zm =48,
    judge_zm =49,
    kard_zm =50,
    fiveseven_zm =51,
    beretta93r_zm =52,
    fivesevendw_zm =53,
    m1911_upgraded_zm =55,
    python_upgraded_zm =57,
    judge_upgraded_zm =58,
    kard_upgraded_zm =59,
    fiveseven_upgraded_zm =60,
    beretta93r_upgraded_zm =61,
    fivesevendw_upgraded_zm =62,
    usrpg_zm =64,
    m32_zm =65,
    usrpg_upgraded_zm =66,
    m32_upgraded_zm =67,
    ray_gun_zm =68,
    jetgun_zm =69,
    riotshield_zm =70,
    tazer_knuckles_zm =71,
    knife_ballistic_zm =72,
    knife_ballistic_upgraded_zm =73,
    knife_ballistic_bowie_zm =74,
    knife_ballistic_bowie_upgraded_zm =75,
    raygun_mark2_zm =76,
    raygun_mark2_upgraded_zm =77,
    ray_gun_upgraded_zm =78,
    frag_grenade_zm =79,
    sticky_grenade_zm =80,
    cymbal_monkey_zm =81,
    emp_grenade_zm =82,
    claymore_zm =83,
    knife_ballistic_no_melee_zm =84,
    knife_ballistic_no_melee_upgraded_zm =85,
    equip_turbine_zm =86,
    equip_turret_zm =87,
    equip_electrictrap_zm =88,
    zombie_builder_zm =89,
    buildable_piece_zm =90,
    syrette_zm =91,
    zombie_knuckle_crack =92,
    zombie_perk_bottle_doubletap =93,
    zombie_perk_bottle_jugg =94,
    zombie_perk_bottle_marathon =95,
    zombie_perk_bottle_revive =96,
    zombie_perk_bottle_sleight =97,
    zombie_perk_bottle_tombstone =98,
    zombie_fists_zm =99,
    zombie_tazer_flourish =100,
    bowie_knife_zm =101,
    zombie_bowie_flourish =102,
    death_throe_zm =103,
    death_self_zm =104,
    };
    Last edited by stevemk14ebr; 09-01-2013 at 01:16 PM.

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  23. #59
    epicplayer112211221122's Avatar
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    player movement 0x004AAE4C
    ZombieSpeed 0x005ECA4B
    HOST Noclip 0x001EAC44
    PLAYER 2 Noclip 0x001EAC44
    PLAYER 3 Noclip 0x001EAC54
    PLAYER 4 Noclip 0x001EAC14

    Move nuketown(just houses)
    x E3AEB0
    y 2E493D30
    z 2E490F60
    move tranzit busstatiuon house
    x 2E46CF48
    y 2E448F48
    z 2D3ED158
    move tranzit diner( just houses)
    x 2D4BF5F0
    y 2D4BCBA8
    z 2D4B7718
    move tranzit town (just houses)
    x 004AC924
    y 022FF45C
    z 022FF5E8

    ingame devconsole
    2E490D1A = 109
    2E490D1B = 56
    2E490D1C = (key in number like 2E490D1C = 65 then you have to press A to open ingame dev consolehttps://help.adobe.com/en_US/AS2LCR/F...=00000520.html)
    2E4901DC = 0 (cheatprotection)

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  25. #60
    epicplayer112211221122's Avatar
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    In-game developer's console:

    1F500A2A (4 bytes) = X**
    1A5A5AAA (4 bytes) = 109
    4D4BB5B1 (4 bytes) = 56

    Sorry guys, I couldn't find the address to remove cheat protection.

    ** X = key number to toggle the console.
    Last edited by Lovroman; 09-02-2013 at 12:56 PM.

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