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  1. #1
    ~FALLEN~'s Avatar
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    Exclamation RemoteKill/Aimbot/ESP

    Code:
    typedef unsigned int(__cdecl *GetMyIdx)(unsigned long L***);
    GetMyIdx MyIndex;
    struct _Transform
    {
    	D3DXVECTOR3 Pos;
    	unsigned char spacer00[0x100];
    };
    void GetNodeTransform(cObject* obj,UINT Bone,_Transform* Trans)
    {
    	if(!CShellBase)
    	 return;
           unsigned long LTModel = *(unsigned long*)(CShellBase+0x341758);
    	__asm
    	{
    		mov ecx,LTModel;
    		mov edx,dword ptr ds:[ecx];
    		mov edx,dword ptr ds:[edx+0x34];
    		push 1;
    		push Trans;
    		push Bone;
    		push obj;
    		call edx;
    	}
    }
    D3DXVECTOR3 GetBonePosition(cObject* obj,UINT Bone)
    {
    	_Transform Trans;
    	GetNodeTransform(obj,Bone,&Trans);
    	return Trans.Pos;
    }
    enum
    {
    	INTERSECTOBJECTS				        = (1<<0),
    	IGNORE_NONSOLID					= (1<<1),
    	INTERSECT_HPOLY					= (1<<2)
    };
    
    struct HPOLY
    {
    	HPOLY() : m_nWorldIndex(0xFFFFFFFF), m_nPolyIndex(0xFFFFFFFF) {}
    	HPOLY(__int32 nWorldIndex, __int32 nPolyIndex) : m_nWorldIndex(nWorldIndex), m_nPolyIndex(nPolyIndex) {}
    	HPOLY(const HPOLY& hPoly) : m_nWorldIndex(hPoly.m_nWorldIndex), m_nPolyIndex(hPoly.m_nPolyIndex) {}
    	
    	HPOLY &operator=(const HPOLY &hOther)
    	{
    		m_nWorldIndex = hOther.m_nWorldIndex;
    		m_nPolyIndex = hOther.m_nPolyIndex;
    		return *this;
    	}
    
    	bool operator==(const HPOLY &hOther) const
    	{
    		return (m_nWorldIndex == hOther.m_nWorldIndex) && (m_nPolyIndex == hOther.m_nPolyIndex);
    	}
    	bool operator!=(const HPOLY &hOther) const
    	{
    		return (m_nWorldIndex != hOther.m_nWorldIndex) || (m_nPolyIndex != hOther.m_nPolyIndex);
    	}
    	__int32 m_nPolyIndex, m_nWorldIndex;
    };
    
    typedef bool (*ObjectFilterFn)(cObject* hObj, void *pUserData);
    typedef bool (*PolyFilterFn)(HPOLY hPoly, void *pUserData, const D3DXVECTOR3& vIntersectPoint);
    
    struct LTPlane
    {
        D3DXVECTOR3 m_Normal;
        float m_Dist;
        LTPlane() {}
        LTPlane
        (
            const D3DXVECTOR3& n,  //unit normal
            const D3DXVECTOR3& P   //any point on plane
        )
        {
            m_Normal = n;
        }
        void Init(const D3DXVECTOR3& n, const D3DXVECTOR3& P) {
            m_Normal = n;
        }
        LTPlane(float x, float y, float z, float d) {
            m_Dist = d;
        }
        LTPlane(const D3DXVECTOR3& n, float d) {
            m_Normal = n;
            m_Dist = d;
        }
        void Init(const D3DXVECTOR3& n, float d) {
            m_Normal = n;
            m_Dist = d;
        }
        const D3DXVECTOR3& Normal() const {
            return m_Normal;
        }
        float Dist() const {
            return m_Dist;
        }
        LTPlane operator-() const {
            return LTPlane(-m_Normal, -m_Dist);
        }
    };
    
    class IntersectQuery {
    public:
    	IntersectQuery() {
    		m_Flags = 0;
    		m_FilterFn = 0;
    		m_PolyFilterFn = 0;
    		m_FilterActualIntersectFn = 0;
    		m_pActualIntersectUserData = NULL;
    		m_pUserData = NULL;
    	}
    		D3DXVECTOR3 m_From;
    		D3DXVECTOR3 m_To;
    		__int32 m_Flags;
    		ObjectFilterFn m_FilterFn;
    		ObjectFilterFn m_FilterActualIntersectFn;
    		PolyFilterFn m_PolyFilterFn;
    		void *m_pUserData;
    		void *m_pActualIntersectUserData;
    };
    struct IntersectInfo
    {
    		D3DXVECTOR3 vImpactPos;	
    	        char spacer00[16];			
    		cObject*  hObjImpact;
    		unsigned long unk1;
    		unsigned long unk2;
    		unsigned long unk3;
    };
    typedef bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );
    IntersectSegment pIntersectSegment;
    struct CPlayer;
    CPlayer* GetPlayerLoop(int index)
    {
    	if(!CShellBase)
    		return 0;
            unsigned long LTClientShell = *(unsigned long*)( CShellBase+0x344200 );
    	return (CPlayer*)(LTClientShell+(index*0x1C0)+0x1005C);
    }
    struct cObject
    {
                    char pad0[4];
    		D3DXVECTOR3 Origin;
    		D3DXVECTOR3 Head;
    };
    struct UnkStruct
    {
    		float Pitch;
    		float Yaw;
    		char spacer02[408];
    		bool IsDead;
    		char spacer03[5703];
    		unsigned char CurrentGun;
    		char Spacer04[3];
    		bool IsMutant;
    };
    struct CPlayer
    { 
    			char Spacer00[4];
    			cObject* Object;
    			char ClientID;
    			char Team;     
    			char Name[12];
    			char Spacer01[2];
    			UnkStruct *unk;
    			int PlayerSlotTeam;
    			int unkstruct1; 
    			bool Has_C4; 
    			int State;
    			int Rank;
    			int unkstruct2; 
    			int unkstruct3;
    	                short Health;
    			short Kills;
    };
    
    bool FilterObjs(_Object* obj, void *pUser)
    {
    	for(int i = 0; i < 16; i++)
    	{
    	CPlayer *Target = GetPlayerLoop(i);
    		if(obj == Target->Object)
    			return true;
    	}
    	return false;
    }
    bool ModifiedIntersectSegment(IntersectQuery* Query, IntersectInfo* Info)
    {
    	if(/*RemoteKill On*/)
    	{
    		MyIndex = (GetMyIdx)(CShellBase+0x7770);
    		for(int i = 0; i < 16; i++)
    		{
    		CPlayer* Target = GetPlayerLoop(i);
    		CPlayer* MyPlayer = GetPlayerLoop(MyIndex(LTClientShell));
    		if( MyPlayer && MyPlayer->Object && Target->Object && Target->unk && !Target->unk->IsDead )
    		{
    				if(Target->Team != MyPlayer->Team)
    				{
    					D3DXVECTOR3 Pos = GetBonePosition(Target->Object,AimBone);
    					Query->m_From = Pos + D3DXVECTOR3( 0.0f, 50.0f, 0.0f );
    					Query->m_To = Pos - D3DXVECTOR3( 0.0f, 50.0f, 0.0f );
    					Query->m_Flags = ::INTERSECT_OBJECTS|::INTERSECT_HPOLY|::IGNORE_NONSOLID;
    					Query->m_FilterFn = FilterObjs;
    					bool Result = pIntersectSegment(*Query,Info);
    					if(Result)
    					{
    					Info->hObjImpact = Target->Object;
    					Info->vImpactPos = Pos;
    					}
    					return pIntersectSegment(*Query,Info);
    				}
    			}
    		}
    	}
    	return pIntersectSegment(*Query,Info);
    }
    
    LTPlayerClient = LTClientShell + 0x50
    Writable Yaw/Pitch @ LTPlayerClient+0x10C/0x110
    
    should be everything yall need for aimbot esp remote kill w/e really ill be posting more throughout the next couple days, have fun !
    Credits:
    ~FALLEN~ / Cody <- Me
    MINT <- My bro
    Gellin <- great friend

    ^ Credit those people if you're going to use thanks
    Last edited by ~FALLEN~; 11-11-2011 at 11:30 PM.

  2. The Following 27 Users Say Thank You to ~FALLEN~ For This Useful Post:

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  3. #2
    ToxicFlames's Avatar
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    Very useful, thank you.

  4. #3
    Ryuesi's Avatar
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    Whyyyyyyyyy , Are You Crazy





    Contributor Since 24-11-2011 ~ 26-12-2011
    VM / PM




  5. #4
    ~FALLEN~'s Avatar
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    Quote Originally Posted by Takrai View Post
    Whyyyyyyyyy , Are You Crazy
    @Takrai nah i'm just done with the game haha anyways it's not copy past-able you still need to hook intersectsegment...gl

  6. #5
    joered's Avatar
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    why posting this


    “Imagination, devotion, perseverance, together with divine grace, will assure your success.”

    ―Haile Selassie





    Work from back in the days:

    Soldierfront Public d3d - Detected since 2011

    Crossfire VIP:

  7. #6
    giniyat101's Avatar
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    Remove it plz

    remember when you posted STW source?
    now all noobs and leechers can make this VIP feature

    and now this ??

    ~EDIT~
    just checked this
    Code:
    ModifiedIntersectSegment
    seems like you didnt post how to hook
    Last edited by giniyat101; 11-12-2011 at 04:31 AM.


     



    [img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]

  8. #7
    CrossRaiders's Avatar
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    Why don't we all just post all VIP features? LOL! (joke)

    But thanks for sharing!

  9. #8
    Brimir's Avatar
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    Very nice!
    Thanks
    Thanks @~FALLEN~ for helping me
    Thanks @Shakai for helping me

    Other nice ppl:
    @258456
    @giniyat101

    My usefull posts:
    Byte scanner
    How to make a logger
    Hook example
    How to make a memhack base
    How to use classes with memhacking
    Addie finder

  10. #9
    ~FALLEN~'s Avatar
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    More classes and junk :
    Code:
    class cLTBase
    {
    public:
    	cLTClient* LTClient;
    	char spacer00[96];
    	bool (__cdecl *IntersectSegment)( IntersectQuery &iQuery, IntersectInfo* Info );
    	char spacer01[404];
    	void (__cdecl *RunConsoleCommand)( char* Command );
    };
    
    class cLTClient
    {
    public:
    	char spacer00[148];
    	unsigned int(__stdcall *GetObjectRotation)( cObject* pObject, D3DXMATRIX *Rotation );
    	unsigned int(__stdcall *GetObjectPos)( cObject* pObject, D3DXVECTOR3 *Pos );
    	char spacer01[44];
    	unsigned int(__stdcall *SetObjectPos)( cObject* pObject, D3DXVECTOR3 *Pos);
    	char spacer02[112];
    	unsigned int(__cdecl *GetSConValueFloat)( char *Command, float *Out );
    	unsigned int(__cdecl *GetSConValueString)( char *Command, char* Out, unsigned int Len );
    	char spacer03[32];
    	unsigned int(__stdcall *SendToServer)( int Message, unsigned int Flags );
    };
    struct cLTPlayerClient
    {
    	char spacer00[84];
    	int Defuse;
    	char spacer01[168];
    	cLTPlayerClientInfo* LTPlayerClientInfo;
    	char spacer02[12];
    	float Yaw;
    	float Pitch;
    	char spacer03[168];
    	int WalkthroughAxis[3];
    	char spacer04[176];
    	int SuperJump;
    	char spacer05 [272];
    	int Fly;
    };
    
    struct cLTPlayerClientInfo
    {
    	char spacer00[220];
    	D3DXVECTOR3 LocalPos;
    };
    
    class cLTClientShell
    {
    public:
    	char spacer00[80];
    	cLTPlayerClient* LTPlayerClient;
    	char spacer01[65544];
    	cPlayer Players[16];
    public:
    	cPlayer *GetPlayerByInedx( int index )
    	{
    		return &Players[index];
    	}
    };
    
    struct sBasicPlayerInfo
    {
    	char Spacer[4];
    	float MovementSpeed;
    	float MovementWalkRate;
    	float MovementDuckWalkRate;
    	float MovementSideMoveRate;
    	float MovementFrontBackRunAnimationRate;
    	float MovementLeftRightRunAnimationRate;
    	float MovementFrontBackWalkAnimationRate;
    	float MovementLeftRightWalkAnimationRate;
    	float MovementAcceleration;
    	float MovementFriction;
    	float JumpTime;
    	float JumpVelocity;
    	float JumpLandedWaitTime;
    	float JumpLandedNoJumpTimeRate;
    	float JumpRepeatPenaltyMoveRate;
    	float JumpRepeatPenaltyHeightRate;
    	float JumpLandedMovePenaltyTimeRate;
    	float JumpLandedMovePenaltyMoveRate;
    	char Spacer1[44];
    	float DamagePenaltyTime;
    	float DamagePenaltyMoveRate;
    	float C4PlantTime;
    	float C4DefuseTime;
    	float MaxCanDefuseDistance;
    	float CharacterHiddenAlpha;
    	float CharacterHiddenWalkAlpha;
    	float CharacterHiddenRunAlpha;
    	float MovementHiddenRate;
    	unsigned long CrossHairColor;
    	float CrossHairRedChangeRate;
    	float CrossHairGreenChangeRate;
    	float CrossHairBlueChangeRate;
    };
    
    struct sObjectList
    {
    	char spacer00[1256];
    	bool EdgeshotEnabled;
    	char spacer01[3];
    	bool WallshotEnabled;
    	char spacer02[3];
    	bool PerfectWallshotEnabled;
    };

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  12. #10
    Code[VB]'s Avatar
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    xD nice nice
    i like structs

  13. #11
    Brimir's Avatar
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    There is also this class:

    Code:
    class _WeaponClass {
    public:
    	char Unknown0[3052];
    
    	float SmokeAlpha; //BEC
    	char Unknown1[3392];
    
    	DWORD ShotReactYaw1; //1930
    	float ShotReactYaw2; //1934
    	float ShotReactYaw3; //1938
    	char Unknown2[456];
    
    	DWORD ShotReactPitch1; //1B04
    	float ShotReactPitch2; //1B08
    	float ShotReactPitch3; //1B0C
    	char Unknown3[1152];
    
    	float DetailPerturbShot; //1F90
    	char Unknown31[716];
    
    	float SubWeaponIndex; //2260
    	float DamageCameraPenalty; //2414
    	char Unknown32[48];
    
    	char test[0x2448];
    	float ZoomAction; //2448;
    	float ZoomStatusLockFire; //244C
    	float MoveSpeedPenalty; //2450		
    	float ZoomInMoveSpeedPenalty; //2454
    	float MovePenaltyForDelayFire; //2458
    	DWORD ZoomTargetType; //245C
    	float FireAnimMultiplier; //2460
    	float PrefireAnimMultiplier; //2464
    	float ZoomInFireAnimMultiplier1; //2468
    	float ZoomInFireAnimMultiplier2; //246C
    	char Unknown4[160];
    
    	DWORD DelayOneShootTime1; //2510
    	DWORD DelayOneShootTime2; //2514
    	DWORD DelayOneShootTime3; //2518
    	float LowerAnimRate1; //251C
    	char Unknown5[24];
     
    	DWORD ShootThroughCharacter; //2538
    	DWORD ShootThroughWall; //253C
    	DWORD ShootThroughCharacterInNanoMode;// 2540
    	DWORD FlipEffect; //2544
    	DWORD AllowedWeaponSoldierRank; //2548
    	char Unknown6[12];
    	
    	float PVPosAndRotAndFovDefault1; //2558
    	float PVPosAndRotAndFovDefault2; //255C
    	char Unknown7[4];
    
    	float PVPosAndRotAndFovDefault3; //2564
    	char Unknown8[32];
    
    	DWORD LowerAnimRate2; //2588 //Also CameraYawAndPitch1
    	float LowerAnimRate3; //258C //Also CameraYawAndPitch2
    	float LowerAnimRate4; //2590 //Also CameraYawAndPitch3
    	char Unknown9[148];
    
    	DWORD MaxOneShotAndSizeD; //2628
    	float MaxOneShotAndSizeF; //262C;
    	float ThrowVelAngleGravityAirResTime1; //2630
    	float ThrowVelAngleGravityAirResTime2; //2634
    	float ThrowVelAngleGravityAirResTime3; //2638
    	float ThrowVelAngleGravityAirResTime4; //263C
    	float ThrowVelAngleGravityAirResTime5; //2640
    	BYTE BoomType; //2644
    	BYTE BoomDurationDamage[3]; //2645
    	float BoomDamageCheckInterval; //2648
    	float SideEffectDamage; //264C
    	float SideEffectTimeGap; //2650
    	float DamagePenaltyTimeAndMoveRate1; //2654
    	float DamagePenaltyTimeAndMoveRate2; //2658
    	float NanoGhostDamagePenaltyTimeAndMoveRate1; //265C
    	float NanoGhostDamagePenaltyTimeAndMoveRate2; //2660
    	float WallShotDamageRatio1; //2664
    	char Unknown11[48];
    
    	float ReloadAnimRatio; //2698
    	float ChangeWeaponAnimRatio;//269C
    	
    };
    And

    Code:
    class _PlayerClass { //10A65ECC
    public:
    	float DistFallDamageStartFrom; //0
    	float DamagePerMeter; //4
    	DWORD PercentageBuyShotgun; //8
    	DWORD PercentageBuySubMachineGun; //c
    	DWORD PercentageBuyRifle; //10
    	DWORD PercentageBuySniperRifle; //14
    	DWORD PercentageBuyMachineGun; //18
    	float AIReachPosAcceptableDist; //1c
    	float AIReachPosAcceptableYDist; //20                                                                 
    	DWORD AICheckStuckInterval; //24
    	float AICheckStuckDist; //28
    	float CheckEnemyIntervalLower; //2c
    	DWORD CheckEnemyIntervalUpper; //30
    	DWORD DecideActionIntervalLower; //34
    	DWORD DecideActionIntervalUpper; //38
    	float PerturbLimitLowerLower; //3c
    	float PerturbLimitLowerUpper; //40
    	float PerturbLimitUpperLower; //44
    	float PerturbLimitUpperUpper; //48
    	float PerturbLimitLowerMultiplierNormal; //4c
    	float PerturbLimitUpperMultiplierNormal; //50
    	float CheckEnemyIntervalMultiplierNormal; //54
    	float DecideActionIntervalMultiplierNormal; //58
    	float PerturbLimitLowerMultiplierHigh; //5c
    	float PerturbLimitUpperMultiplierHigh; //60
    	float CheckEnemyIntervalMultiplierHigh; //64
    	float DecideActionIntervalMultiplierHigh; //68
    	DWORD ReactionTimeLimitOnDamaged; //6c
    	float LookAtAddAmountWhenDamagedX; //70
    	float LookAtAddAmountWhenDamagedY; //74
    	float LookAtAddAmountWhenDamagedZ; //78
    	DWORD ReloadTime; //7c
    	DWORD TimeChangeRandomShootPointWhenBlinded; //80
    	DWORD AddAmountRandomShootPointWhenBlinedX; //84
    	DWORD AddAmountRandomShootPointWhenBlinedY; //88
    	DWORD AddAmountRandomShootPointWhenBlinedZ; //8c
    	DWORD TimeChangeRandomGotoPointWhenBlinded; //90
    	DWORD AddAmountRandomGotoPointWhenBlinedX; //94
    	DWORD AddAmountRandomGotoPointWhenBlinedY; //98
    	DWORD AddAmountRandomGotoPointWhenBlinedZ; //9c
    	DWORD PercentageLookOutWhenAttackTargetDisappeared; //a0
    	DWORD PercentageGotoPosWhenAttackTargetDisappeared; //a4
    	DWORD PercentageBuyWeaponWhenAlreadyHasOne; //a8
    	DWORD TimeToResetGunDirRotWhenMoving; //ac
    	DWORD TimeToResetGunDirRotWhenAttacking; //b0
    	float MoveXZSpeedLimitNormal; //b4
    	float MoveXZSpeedLimitLadder; //b8
    	DWORD RepeatedJumpTimeLimit; //bc
    	float CheckEnemyInTheBackDotLimit; //c0
    	float CheckEnemyInTheBackDotLimitNormal; //c4
    	float CheckEnemyInTheBackDotLimitHigh; //c8
    	DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //cc
    	float VeryCloseDistWhenAttacking; //d0
    	float VeryFarDistWhenAttacking; //d4
    	float PercentageJumpWhenAttack; //d8
    	DWORD PercentageJumpWhenMoving; //dc
    	DWORD AttackShootingSniperVariationTimeLower; //e0
    	DWORD AttackShootingSniperVariationTimeUpper; //e4
    	DWORD AttackShootingOtherVariationTimeLower; //e8
    	DWORD AttackShootingOtherVariationTimeUpper; //ec
    	DWORD AttackAimingSniperVariationTimeLower; //f0
    	DWORD AttackAimingSniperVariationTimeUpper; //f4
    	DWORD AttackAimingOtherVariationTimeLower; //f8
    	DWORD AttackAimingOtherVariationTimeUpper; //fc
    	DWORD AttackAimingOtherVariationTimeLowerVeryClose; //100
    	DWORD AttackAimingOtherVariationTimeUpperVeryClose; //104
    	DWORD PercentageRunningWhenMoving; //108
    	DWORD PercentageRunningBackwardWhenMoving; //10c
    	DWORD PercentageWalkingWhenMoving; //110
    	DWORD MaxMovingDurationLower; //114
    	DWORD MaxMovingDurationUpper; //118
    	DWORD MovingVariationTimeWhenRunningLower; //11c
    	DWORD MovingVariationTimeWhenRunningUpper; //120
    	DWORD MovingVariationTimeWhenRunningBackwardLower; //124
    	DWORD MovingVariationTimeWhenRunningBackwardUpper; //128
    	DWORD MovingVariationTimeWhenWalkingLower; //12c
    	DWORD MovingVariationTimeWhenWalkingUpper; //130
    	DWORD PercentageStandingWhenLookout; //134
    	DWORD PercentageDuckingWhenLookout; //138
    	DWORD MaxLookoutDurationAfterAttackDuckingLower; //13c
    	DWORD MaxLookoutDurationAfterAttackDuckingUpper; //140
    	DWORD MaxLookoutDurationAfterAttackStandingLower; //144
    	DWORD MaxLookoutDurationAfterAttackStandingUpper; //148
    	DWORD MaxLookoutDurationDuckingLower; //14c
    	DWORD MaxLookoutDurationDuckingUpper; //150
    	DWORD MaxLookoutDurationStandingLower; //154
    	DWORD MaxLookoutDurationStandingUpper; //158
    	DWORD LookoutVariationTimeLower; //15c
    	DWORD LookoutVariationTimeUpper; //160
    	DWORD AttackMoveTypeRunningPercentageWithKnife; //164
    	DWORD AttackMoveTypeRunningLSidePercentageWithKnife; //168
    	DWORD AttackMoveTypeRunningRSidePercentageWithKnife; //16c
    	DWORD AttackMoveTypeRunningBackwardPercentageWithKnife; //170
    	DWORD AttackMoveTypeNonePercentageWhenVeryFar; //174
    	DWORD AttackMoveTypeRunningPercentageWhenVeryFar; //178
    	DWORD AttackMoveTypeRunningBackwardPercentageWhenVeryFar; //17c
    	DWORD AttackMoveTypeWalkingPercentageWhenVeryFar; //180
    	DWORD AttackMoveTypeDuckingPercentageWhenVeryFar; //184
    	DWORD AttackMoveTypeDuckWalkingPercentageWhenVeryFar; //188
    	DWORD AttackMoveTypeRunningLSidePercentageWhenVeryFar; //18c
    	DWORD AttackMoveTypeRunningRSidePercentageWhenVeryFar; //190
    	DWORD AttackMoveTypeWalkingLSidePercentageWhenVeryFar; //194
    	DWORD AttackMoveTypeWalkingRSidePercentageWhenVeryFar; //198
    	DWORD AttackMoveTypeDuckWalkingLSidePercentageWhenVeryFar; //19c
    	DWORD AttackMoveTypeDuckWalkingRSidePercentageWhenVeryFar; //1a0
    	DWORD AttackMoveTypeNonePercentage; //1a4
    	DWORD AttackMoveTypeRunningPercentage; //1a8
    	DWORD AttackMoveTypeRunningBackwardPercentage; //1ac
    	DWORD AttackMoveTypeWalkingPercentage; //1b0
    	DWORD AttackMoveTypeDuckingPercentage; //1b4
    	DWORD AttackMoveTypeDuckWalkingPercentage; //1b8
    	DWORD AttackMoveTypeRunningLSidePercentage; //1bc
    	DWORD AttackMoveTypeRunningRSidePercentage; //1c0
    	DWORD AttackMoveTypeWalkingLSidePercentage; //1c4
    	DWORD AttackMoveTypeWalkingRSidePercentage; //1c8
    	DWORD AttackMoveTypeDuckWalkingLSidePercentage; //1cc
    	DWORD AttackMoveTypeDuckWalkingRSidePercentage; //1d0
    	float MinPerturbMultiplierWithSniperWhenNotMoving; //1d4
    	float MaxPerturbMultiplierWithSniperWhenNotMoving; //1d8
    	float MinPerturbMultiplierWithSniperWhenMovingSlowly; //1dc
    	float MaxPerturbMultiplierWithSniperWhenMovingSlowly; //1e0
    	float MinPerturbMultiplierWithSniper; //1e4
    	float MaxPerturbMultiplierWithSniper; //1e8
    	float MinPerturbMultiplierWhenNotMoving; //1ec
    	float MaxPerturbMultiplierWhenNotMoving; //1f0
    	float MinPerturbMultiplierWhenMovingSlowly; //1f4
    	float MaxPerturbMultiplierWhenMovingSlowly; //1f8
    };
    Thanks @~FALLEN~ for helping me
    Thanks @Shakai for helping me

    Other nice ppl:
    @258456
    @giniyat101

    My usefull posts:
    Byte scanner
    How to make a logger
    Hook example
    How to make a memhack base
    How to use classes with memhacking
    Addie finder

  14. The Following User Says Thank You to Brimir For This Useful Post:

    smonist (11-16-2011)

  15. #12
    giniyat101's Avatar
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    Quote Originally Posted by ~FALLEN~ View Post
    More classes and junk :
    Code:
    class cLTBase
    {
    public:
    	cLTClient* LTClient;
    	char spacer00[96];
    	bool (__cdecl *IntersectSegment)( IntersectQuery &iQuery, IntersectInfo* Info );
    	char spacer01[404];
    	void (__cdecl *RunConsoleCommand)( char* Command );
    };
    
    class cLTClient
    {
    public:
    	char spacer00[148];
    	unsigned int(__stdcall *GetObjectRotation)( cObject* pObject, D3DXMATRIX *Rotation );
    	unsigned int(__stdcall *GetObjectPos)( cObject* pObject, D3DXVECTOR3 *Pos );
    	char spacer01[44];
    	unsigned int(__stdcall *SetObjectPos)( cObject* pObject, D3DXVECTOR3 *Pos);
    	char spacer02[112];
    	unsigned int(__cdecl *GetSConValueFloat)( char *Command, float *Out );
    	unsigned int(__cdecl *GetSConValueString)( char *Command, char* Out, unsigned int Len );
    	char spacer03[32];
    	unsigned int(__stdcall *SendToServer)( int Message, unsigned int Flags );
    };
    struct cLTPlayerClient
    {
    	char spacer00[84];
    	int Defuse;
    	char spacer01[168];
    	cLTPlayerClientInfo* LTPlayerClientInfo;
    	char spacer02[12];
    	float Yaw;
    	float Pitch;
    	char spacer03[168];
    	int WalkthroughAxis[3];
    	char spacer04[176];
    	int SuperJump;
    	char spacer05 [272];
    	int Fly;
    };
    
    struct cLTPlayerClientInfo
    {
    	char spacer00[220];
    	D3DXVECTOR3 LocalPos;
    };
    
    class cLTClientShell
    {
    public:
    	char spacer00[80];
    	cLTPlayerClient* LTPlayerClient;
    	char spacer01[65544];
    	cPlayer Players[16];
    public:
    	cPlayer *GetPlayerByInedx( int index )
    	{
    		return &Players[index];
    	}
    };
    
    struct sBasicPlayerInfo
    {
    	char Spacer[4];
    	float MovementSpeed;
    	float MovementWalkRate;
    	float MovementDuckWalkRate;
    	float MovementSideMoveRate;
    	float MovementFrontBackRunAnimationRate;
    	float MovementLeftRightRunAnimationRate;
    	float MovementFrontBackWalkAnimationRate;
    	float MovementLeftRightWalkAnimationRate;
    	float MovementAcceleration;
    	float MovementFriction;
    	float JumpTime;
    	float JumpVelocity;
    	float JumpLandedWaitTime;
    	float JumpLandedNoJumpTimeRate;
    	float JumpRepeatPenaltyMoveRate;
    	float JumpRepeatPenaltyHeightRate;
    	float JumpLandedMovePenaltyTimeRate;
    	float JumpLandedMovePenaltyMoveRate;
    	char Spacer1[44];
    	float DamagePenaltyTime;
    	float DamagePenaltyMoveRate;
    	float C4PlantTime;
    	float C4DefuseTime;
    	float MaxCanDefuseDistance;
    	float CharacterHiddenAlpha;
    	float CharacterHiddenWalkAlpha;
    	float CharacterHiddenRunAlpha;
    	float MovementHiddenRate;
    	unsigned long CrossHairColor;
    	float CrossHairRedChangeRate;
    	float CrossHairGreenChangeRate;
    	float CrossHairBlueChangeRate;
    };
    
    struct sObjectList
    {
    	char spacer00[1256];
    	bool EdgeshotEnabled;
    	char spacer01[3];
    	bool WallshotEnabled;
    	char spacer02[3];
    	bool PerfectWallshotEnabled;
    };
    bool (__cdecl *IntersectSegment)( IntersectQuery &iQuery, IntersectInfo* Info );

    Now iam really mad


     



    [img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]

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  17. #13
    ~FALLEN~'s Avatar
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    They still can't hook it which is needed for it so w/e not worried haha

  18. The Following User Says Thank You to ~FALLEN~ For This Useful Post:

    giniyat101 (05-28-2012)

  19. #14
    badboy3's Avatar
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    Quote Originally Posted by ~FALLEN~ View Post
    @Takrai nah i'm just done with the game haha anyways it's not copy past-able you still need to hook intersectsegment...gl
    let me have your CF acc

  20. #15
    giniyat101's Avatar
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    Quote Originally Posted by ~FALLEN~ View Post
    They still can't hook it which is needed for it so w/e not worried haha
    hooking aint hard trust me noobs will start to make threads like [Help]Remote kill/Aimbot/ESP plz request delete this


     



    [img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]

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