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  1. #1
    DisOwnedV2's Avatar
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    WeaponSet Class no Sendtoserver [DeltaServer] [FullClass]

    Code:
    class cMagicClass;
    class N00D059EF;
    class WeaponSpawnClass;
    class N00D7F636;
    class Primary;
    class N00E78737;
    class Pistol;
    class Knife;
    class Nade;
    
    class cMagicClass
    {
    public:
    char _0x0000[316];
    	__int32 N00CFD280; //0x013C 
    char _0x0140[172];
    	WeaponSpawnClass* cWeaponSpawn; //0x01EC 
    	N00D059EF* N00CFD2AD; //0x01F0 
    char _0x01F4[588];
    
    };//Size=0x0440
    
    class N00D059EF
    {
    public:
    char _0x0000[512];
    
    };//Size=0x0200
    
    class WeaponSpawnClass
    {
    public:
    char _0x0000[8];
    	N00D7F636* N00D769C0; //0x0008 
    	N00E78737* N00D769C1; //0x000C 
    char _0x0010[48];
    
    };//Size=0x0040
    
    class N00D7F636
    {
    public:
    	Primary* Primary; //0x0000 
    	Pistol* Pistol; //0x0004 
    	Knife* Knife; //0x0008 
    	Nade* Nade; //0x000C 
    char _0x0010[48];
    
    };//Size=0x0040
    
    class Primary
    {
    public:
    char _0x0000[20];
    	__int32 PrimaryID; //0x0014 
    	__int32 PrimaryID2; //0x0018 
    char _0x001C[228];
    
    };//Size=0x0100
    
    class N00E78737
    {
    public:
    char _0x0000[64];
    
    };//Size=0x0040
    
    class Pistol
    {
    public:
    char _0x0000[20];
    	__int32 PistolID; //0x0014 
    	__int32 PistolID2; //0x0018 
    char _0x001C[40];
    
    };//Size=0x0044
    
    class Knife
    {
    public:
    char _0x0000[20];
    	__int32 KnifeID; //0x0014 
    	__int32 KnifeID2; //0x0018 
    char _0x001C[36];
    
    };//Size=0x0040
    
    class Nade
    {
    public:
    char _0x0000[20];
    	__int32 NadeID; //0x0014 
    	__int32 NadeID2; //0x0018 
    char _0x001C[36];
    
    };//Size=0x0040

    example use
    cMagicClass * WeaponSpawner;
    Code:
    		WeaponSpawner->cWeaponSpawn->N00D769C0->Primary->PrimaryID = 190;
    		WeaponSpawner->cWeaponSpawn->N00D769C0->Primary->PrimaryID2 = 190;//All ids are the same for this so old weapon lists still work so 190 = zombie hands

    you can only change defalt weapons

    Code:
    Pointer 0x37A02E48

    Credits
    DisOwned//Finding Actual weapon set with classes
    MattyPatty//Finding 1EC
    Timboy/Dark-Ness//finding name color and others
    Last edited by DisOwnedV2; 10-24-2014 at 08:43 PM.

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    6ixth (10-24-2014),Coder.Hu3 (10-25-2014),iTz.Cheater (10-25-2014),_ReturnsBR_ (10-26-2014)

  3. #2
    Fellas1704's Avatar
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    English Is Not Allowed Here..
    /////
    Ingles Nao é permitido nessa área...
    @Topic

    Bom trabalho

  4. #3
    _ReturnsBR_'s Avatar
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    Quote Originally Posted by DisOwnedV2 View Post
    Code:
    class cPSlot;
    class cSSlot;
    class cMSlot;
    class cNSlot;
    class cWeaponSet;
    class cInvData;
    class cPlayerWeaponSlotData;
    
    #define WeaponSetClassAddy 0x00000//CharacterInfoClassAddy the one with namecolor and shit
    class cWeaponSet
    {
    public:
    cInvData*pInvData;
    };
    class cInvData
    {
    public:
    cPlayerWeaponSlotData * pSlotsWeapons;
    };
    
    class cPlayerWeaponSlotData
    {
    public:
    cPSlot *pSlot; //0x0000
    cSSlot *SSlot; //0x0004
    cMSlot *MSlot; //0x0008
    cNSlot *NSlot; //0x000C
    };
    
    class cPSlot//Primary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    
    class cSSlot//Secondary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cMSlot//Mele
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cNSlot//Nade
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
     Credits DisOwned,Timboy/Dark-Ness,Mattypatty,Disav0w
    yes i left out some offsets find the 2 by your self or just use this class
    sim eu deixei de fora algumas compensações encontrar o 2 pelo seu auto ou apenas usar essa classe
    Last edited by _ReturnsBR_; 10-24-2014 at 03:15 PM.

  5. #4
    _ReturnsBR_'s Avatar
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    Quote Originally Posted by DisOwnedV2 View Post
    Code:
    class cPSlot;
    class cSSlot;
    class cMSlot;
    class cNSlot;
    class cWeaponSet;
    class cInvData;
    class cPlayerWeaponSlotData;
    
    #define WeaponSetClassAddy 0x00000//CharacterInfoClassAddy the one with namecolor and shit
    class cWeaponSet
    {
    public:
    cInvData*pInvData;
    };
    class cInvData
    {
    public:
    cPlayerWeaponSlotData * pSlotsWeapons;
    };
    
    class cPlayerWeaponSlotData
    {
    public:
    cPSlot *pSlot; //0x0000
    cSSlot *SSlot; //0x0004
    cMSlot *MSlot; //0x0008
    cNSlot *NSlot; //0x000C
    };
    
    class cPSlot//Primary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    
    class cSSlot//Secondary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cMSlot//Mele
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cNSlot//Nade
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
     Credits DisOwned,Timboy/Dark-Ness,Mattypatty,Disav0w
    yes i left out some offsets find the 2 by your self or just use this class
    Traduzido Para CABR : Créditos Google Tradutor hueheuhe

  6. #5
    gibam761's Avatar
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    Quote Originally Posted by DisOwnedV2 View Post
    Code:
    class cPSlot;
    class cSSlot;
    class cMSlot;
    class cNSlot;
    class cWeaponSet;
    class cInvData;
    class cPlayerWeaponSlotData;
    
    #define WeaponSetClassAddy 0x00000//CharacterInfoClassAddy the one with namecolor and shit
    class cWeaponSet
    {
    public:
    cInvData*pInvData;
    };
    class cInvData
    {
    public:
    cPlayerWeaponSlotData * pSlotsWeapons;
    };
    
    class cPlayerWeaponSlotData
    {
    public:
    cPSlot *pSlot; //0x0000
    cSSlot *SSlot; //0x0004
    cMSlot *MSlot; //0x0008
    cNSlot *NSlot; //0x000C
    };
    
    class cPSlot//Primary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    
    class cSSlot//Secondary
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cMSlot//Mele
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
    class cNSlot//Nade
    {
    public:
    __int32 ID; //0x0014 
    __int32 ID2; //0x0018 
    };
     Credits DisOwned,Timboy/Dark-Ness,Mattypatty,Disav0w
    yes i left out some offsets find the 2 by your self or just use this class

    para que serve essas porcaria sem o ponteiro?

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  8. #6
    Flengo's Avatar
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    For the record, English is allowed in the BR section. But BR is not allowed outside of BR section.

    Get it?
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
    VM | PM | IM
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    Member Since 05.11.2010


  9. #7
    _ReturnsBR_'s Avatar
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    Quote Originally Posted by Flengo View Post
    For the record, English is allowed in the BR section. But BR is not allowed outside of BR section.

    Get it?
    Yes / Gewd

  10. #8
    6ixth's Avatar
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    Quote Originally Posted by Fellas1704 View Post
    English Is Not Allowed Here..
    /////
    Ingles Nao é permitido nessa área...
    @Topic

    Bom trabalho
    Quem disse que inglês não é permitido na seção?
    GJ. @DisOwnedV2

  11. #9
    Coder.Fail's Avatar
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    Quote Originally Posted by Flengo View Post
    For the record, English is allowed in the BR section. But BR is not allowed outside of BR section.

    Get it?
    BR always BR

    And about the topic, this pointer is for CABR ?
    Skype : luislokao98

  12. #10
    DisOwnedV2's Avatar
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    Quote Originally Posted by Coder.Fail View Post
    BR always BR

    And about the topic, this pointer is for CABR ?
    yes pointer is for br

  13. #11
    DAGER-05's Avatar
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    Quote Originally Posted by DisOwnedV2 View Post
    yes pointer is for br
    for NA EU ??? ))

  14. #12
    |Maveric|'s Avatar
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    Quote Originally Posted by gibam761 View Post
    para que serve essas porcaria sem o ponteiro?
    Nossa esse manja, deu até medo agora.
    O filhote tendo as classes que o DisOwned disponibilizou, qualquer zé ruela consegue achar o ponteiro. Ainda mais por essa informação: cWeaponSetSlot *WeaponSet; //0x01EC
    O cara da o braço, você quer a mão, o corpo, se marca ate a rola.
    O problema desses brasileiros é saber fazer tudo, tendo em mãos os dados prontos.

    Quote Originally Posted by Coder.Fail View Post
    BR always BR

    And about the topic, this pointer is for CABR ?
    Coder.Fail se você copiou e colou não vai funcionar né filhote, inicia o ponteiro.
    pWeaponSet = (cWeaponSet *)ADDR_WEAPONSET;

    Quote Originally Posted by DAGER-05 View Post
    for NA EU ??? ))
    Code:
    373B4FA0   6A FF                     PUSH -1
    373B4FA2   68 7E546F37               PUSH CShell.376F547E
    373B4FA7   64:A1 00000000            MOV EAX,DWORD PTR FS:[0]
    373B4FAD   50                        PUSH EAX
    373B4FAE   A1 40309937               MOV EAX,DWORD PTR DS:[37993040]
    373B4FB3   33C4                      XOR EAX,ESP
    373B4FB5   50                        PUSH EAX
    373B4FB6   8D4424 04                 LEA EAX,DWORD PTR SS:[ESP+4]
    373B4FBA   64:A3 00000000            MOV DWORD PTR FS:[0],EAX
    373B4FC0   B8 01000000               MOV EAX,1
    373B4FC5   8405 3833A037             TEST BYTE PTR DS:[37A03338],AL
    373B4FCB   75 25                     JNZ SHORT CShell.373B4FF2
    373B4FCD   0905 3833A037             OR DWORD PTR DS:[37A03338],EAX
    373B4FD3   B9 482EA037               MOV ECX,CShell.37A02E48
    373B4FD8   C74424 0C 00000000        MOV DWORD PTR SS:[ESP+C],0
    373B4FE0   E8 BBFBFFFF               CALL CShell.373B4BA0
    373B4FE5   68 30287237               PUSH CShell.37722830
    373B4FEA   E8 AE182E00               CALL CShell.3769689D
    373B4FEF   83C4 04                   ADD ESP,4
    373B4FF2   B8 482EA037               MOV EAX,CShell.37A02E48
    373B4FF7   8B4C24 04                 MOV ECX,DWORD PTR SS:[ESP+4]
    373B4FFB   64:890D 00000000          MOV DWORD PTR FS:[0],ECX
    373B5002   59                        POP ECX
    373B5003   83C4 0C                   ADD ESP,0C
    373B5006   C3                        RETN
    DisOwned, works on 2 servers ( Delta – Servidor Aberto 3/PVE and Echo – Servidor Aberto 4/PVE ), your code more simplified:

    Code:
    class cWeaponsClass
    {
    public:
    char _0x0000[20]; //0x0000 
    	union {
    		__int32 PrimaryID1; //0x0014 
    		__int32 PistolID1; //0x0014 
    		__int32 KnifeID1; //0x0014 
    		__int32 NadeID1; //0x0014 
    	};
    	union {
    		__int32 PrimaryID2; //0x0018 
    		__int32 PistolID2; //0x0018 
    		__int32 KnifeID2; //0x0018 
    		__int32 NadeID2; //0x0018 
    	};
    };//Size=0x001C
    
    class cSlots
    {
    public:
    	cWeaponsClass *Primary; //0x0000 
    	cWeaponsClass *Pistol; //0x0004 
    	cWeaponsClass *Knife; //0x0008 
    	cWeaponsClass *Nade; //0x000C 
    };//Size=0x0010
    
    class cWeaponSetSlot
    {
    public:
    char _0x0000[8]; //0x0000 
    	cSlots *Slots; //0x0008 
    };//Size=0x000C
    
    class cWeaponSet
    {
    public:
    char _0x0000[492]; //0x0000 
    	cWeaponSetSlot *WeaponSet; //0x01EC 
    };//Size=0x01F0
    
    #define ADDR_WEAPONSET 0x37A02E48
    cWeaponSet *pWeaponSet;
    Code:
    void WeaponsSetSlots()
    {
    	{
    		pWeaponSet = (cWeaponSet *)ADDR_WEAPONSET;
    
    		pWeaponSet->WeaponSet->Slots->Primary->PrimaryID1 = 132;
    		pWeaponSet->WeaponSet->Slots->Primary->PrimaryID2 = 132;
    
    		pWeaponSet->WeaponSet->Slots->Pistol->PistolID1 = 132;
    		pWeaponSet->WeaponSet->Slots->Pistol->PistolID2 = 132;
    
    		pWeaponSet->WeaponSet->Slots->Knife->KnifeID1 = 132;
    		pWeaponSet->WeaponSet->Slots->Knife->KnifeID2 = 132;
    
    		pWeaponSet->WeaponSet->Slots->Nade->NadeID1 = 132;
    		pWeaponSet->WeaponSet->Slots->Nade->NadeID2 = 132;
    
    		// 132 - SOPMOD
    	}
    }
    Como funciona:
    Ao entrar pela primeira vez em qualquer server Delta – Servidor Aberto 3/PVE and Echo – Servidor Aberto 4/PVE, não irá setar nada, somente a partir da segunda vez em que entrar e assim fixa as armas.

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  16. #13
    Megaloco's Avatar
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    Nunca imaginei que teria no meu hack...Ebaaaaaaaaaaaaaa !!!

  17. #14
    Coder.Dash's Avatar
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    Como é IsOwned talvez não de para adicionar uma nova arma ao seu inventario, porem existe um método que talvez funcione no C.A que e por slots, tendo as funções de Owned, Equip, WeaponClass, WeaponFunction, Description, Name, ID e Quantity, trazendo uma base de um outro jogo da mesma engine seria definido por 2 offsets, Offset 1 - Slots Existentes no Inventario e Offset 2 - Slots Não Existentes no inventario.

  18. #15
    dromenox's Avatar
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    Lol mas por que isso ta no client?

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