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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 7 - Black Ops Hacks & Cheats › Call of Duty Black Ops Coding, Programming & Source Code › Black Ops Addresses/Offsets/Structs

CoolBlack Ops Addresses/Offsets/Structs

Posts 1–15 of 21 · Page 1 of 2
JamesA1994
JamesA1994
Black Ops Addresses/Offsets/Structs
Hey everyone,
This thread is where you will be able to find/share some Black Ops addresses/offsets/structs for your trainers/hacks. If you like this idea, thank Mel. If you don't, don't hate.

I will make another Visual Basic tutorial on how to make trainers and will post it here as soon as I am done. For now you can have a look at this one.
If you don't know about offsets and structs then please do ask me.


Please only post here if you are sharing.
If you use someones addresses/offsets/structs give them credit and thank them!
Thanks,
JamesA1994
#1 · edited 15y ago · 15y ago
master131
[MPGH]master131
I will start off with some solo-zombies addies.
Solo-Zombies.
Code:
// 7.0.46 addies [Update 4 for you pirates]
// Some things have more than one addeses because there are float addresses
Health #1 = 0x01BDD65C
Health #2 = 0x01A4E1DC
Primary Weapon Clip =  0x01BDD858
Primary Weapon Stock = 0x01BDD7E0
Secondary Weapon Clip = 0x01BDD868
Secondary Weapon Stock = 0x01BDD7F0
Left Gun Weapon Clip = 0x01BDD870
Grenades = 0x01BDD860
Monkey Bombs = 0x01BDD878
Money = 0x01BDF020
ViewBob #1 = 0x02604C10
ViewBob #2 = 0x02604C20
ViewBob #3 = 0x02604C80
ViewBob #4 = 0x02604C90
FOV #1 = 0x25FB440
FOV #2 = 0x25FB450
FOV #3 = 0x25FB4B0
FOV #4 = 0x25FB4C0
Speed #1 = 0x2623290
Speed #2 = 0x26232A0
Third Person #1 = 0x025FEAF0
Third Person #2 = 0x025FEB00
Knife Range #1 = 0x02607CA0
Knife Range #2 = 0x02607CB0
Oh and for VB:
0x01BDD65C = &H1BDD65C

#2 · edited 15y ago · 15y ago
King-Orgy
King-Orgy
hire are the current ones i done so far for the public may i update it after a new patch comes out.

multiplayer

Code:
typedef struct{
	char unknown0[96]; //0x0000
	__int32 isSightInWithTime; //0x0060  
		char unknown100[72]; //0x0064
	float MapState1; //0x00AC  
	float MapState2; //0x00B0  
	float MapState3; //0x00B4  
	float MapStateDead; //0x00B8  
	float MapStateDead2; //0x00BC  
		char unknown192[4]; //0x00C0
	__int32 Flags; //0x00C4  
	__int32 isReloading; //0x00C8  
		char unknown204[56]; //0x00CC
	float Leaning; //0x0104  
		char unknown264[48]; //0x0108
	__int32 State; //0x0138 1 Default 4 running 7 sprint 
		char unknown316[52]; //0x013C
	__int32 weaponSelect; //0x0170  
		char unknown372[68]; //0x0174
	__int32 clientNum; //0x01B8
		__int32 clientNum2; //0x01B8  
		char unknown444[48]; //0x01BC
}PlayerSnap_t;  

struct WeaponTm 
{
        int tm_sec;     /* seconds after the minute - [0,59] */
        int tm_min;     /* minutes after the hour - [0,59] */
        int tm_hour;    /* hours since midnight - [0,23] */
        int tm_mday;    /* day of the month - [1,31] */
        int tm_mon;     /* months since January - [0,11] */
        int tm_year;    /* years since 1900 */
        int tm_wday;    /* days since Sunday - [0,6] */
        int tm_yday;    /* days since January 1 - [0,365] */
        int tm_isdst;   /* daylight savings time flag */
};

struct Trace
{
 	char              z_crap[16]; 
	float	          fraction;
	char              z_crap2[8];
	WORD              solid;
	WORD       		  allsolid;
	int               entityNum;
    int               unknow;
	char              z_crap3[68]; 
};


struct MouseInfo_t{
	float MouseX; //0x0000  
	float MouseY; //0x0004  
	__int32 isMouseInGameWindow; //0x0008  
	__int32 vidWight; //0x000C  
	__int32 vidHight; //0x0010  
};//Size=0x0014(20) 0x4127BD8

struct New_MouseInfo_t{
	float MouseX; //0x0000  
	float MouseY; //0x0004  
	float new_MouseX; //0x0008  
	float new_MouseY; //0x000C  
	__int32 isMouseInGameWindow; //0x0010  
	__int32 vidWight; //0x0014  
	__int32 vidHight; //0x0018  
};//Size=0x0014(20) 0x4127BD0

typedef enum {
	    ET_GENERAL,//0
		ET_PLAYER,//1
		ET_PLAYER_CORPSE,//2
		ET_ITEM,//3
		ET_MISSILE,//4
		ET_INVISIBLE,//5
		ET_SCRIPTMOVER,//6
		ET_SOUND_BLEND,//7
		ET_FX,//8
		ET_LOOP_FX,//9
		ET_PRIMARY_LIGHT,//10
		ET_MG42,//11
		ET_HELICOPTER,//12
		ET_PLANE,//13
		ET_VEHICLE,//14
		ET_VEHICLE_COLLMAP,//15
		ET_VEHICLE_CORPSE,//16
		ET_ACTOR,//17
		ET_ACTOR_SPAWNER,//18
		ET_ACTOR_CORPSE,//19
		ET_STREAMER_HINT,//20
		ET_EVENTS
} entityType_t;
 
typedef enum {
        EV_NONE,//0
		EV_FOLIAGE_SOUND,//1
		EV_STOP_WEAPON_SOUND,//2
		EV_STOP_SOUND_ALIAS,//3
		EV_SOUND_ALIAS,//4
		EV_SOUND_ALIAS_NOTIFY,//5
		EV_SOUND_BATTLECHAT_ALIAS,//6
		EV_STOPSOUNDS,//7
		EV_STANCE_FORCE_STAND,//8
		EV_STANCE_FORCE_CROUCH,//9
		EV_STANCE_FORCE_PRONE,//10
		EV_ITEM_PICKUP,//11
		EV_AMMO_PICKUP,//12
		EV_NOAMMO,//13
		EV_NOAMMO_LEFT,//14
		EV_EMPTYCLIP,//15
		EV_EMPTY_OFFHAND,//16
		EV_RESET_ADS,//17
		EV_RELOAD,//18
		EV_RELOAD_FROM_EMPTY,//19
		EV_RELOAD_START,//20
		EV_RELOAD_END,//21
		EV_RELOAD_START_NOTIFY,//22
		EV_RELOAD_ADDAMMO,//23
		EV_RAISE_WEAPON,//24
		EV_FIRST_RAISE_WEAPON,//25
		EV_PUTAWAY_WEAPON,//26
		EV_WEAPON_ALT,//27
		EV_PULLBACK_WEAPON,//28
		EV_FIRE_WEAPON,//29
		EV_FIRE_WEAPON_LASTSHOT,//30
		EV_FIRE_WEAPON_LEFT,//31
		EV_FIRE_WEAPON_LASTSHOT_LEFT,//32
		EV_RECHAMBER_WEAPON,//33
		EV_EJECT_BRASS,//34
		EV_MELEE_SWIPE,//35
		EV_FIRE_MELEE,//36
		EV_WEAPON_DEPLOYING,//37
		EV_WEAPON_FINISH_DEPLOYING,//38
		EV_WEAPON_BREAKING_DOWN,//39
		EV_WEAPON_FINISH_BREAKING_DOWN,//40
		EV_PREP_OFFHAND,//41
		EV_USE_OFFHAND,//42
		EV_SWITCH_OFFHAND,//43
		EV_MELEE_HIT,//44
		EV_MELEE_MISS,//45
		EV_MELEE_BLOOD,//46
		EV_FIRE_WEAPON_MG42,//47
		EV_FIRE_WEAPON_MG42A,//48
		EV_FIRE_QUADBARREL_1,//49
		EV_FIRE_QUADBARREL_2,//50
		EV_BULLET_HIT,//51
		EV_BULLET_HIT_CLIENT_SMALL,//52
		EV_BULLET_HIT_CLIENT_LARGE,//53
		EV_DESTRUCTIBLE_BULLET_HIT,//54
		EV_DESTRUCTIBLE_EXPLOSION_HIT,//55
		EV_GRENADE_BOUNCE,//56
		EV_GRENADE_EXPLODE,//57
		EV_ROCKET_EXPLODE,//58
		EV_ROCKET_EXPLODE_NOMARKS,//59
		EV_FLASHBANG_EXPLODE,//60
		EV_CUSTOM_EXPLODE,//61
		EV_CUSTOM_EXPLODE_NOMARKS,//62
		EV_CHANGE_TO_DUD,//63
		EV_DUD_EXPLODE,//64
		EV_DUD_IMPACT,//65
		EV_FIRE_EXPLODE,//66
		EV_TIMED_FX,//67
		EV_MOLOTOV_FLOAT,//68
		EV_FAKE_FIRE,//69
		EV_PLAY_FX,//70
		EV_PLAY_FX_ON_TAG,//71
		EV_PHYS_EXPLOSION_SPHERE,//72
		EV_PHYS_EXPLOSION_CYLINDER,//73
		EV_PHYS_EXPLOSION_JOLT,//74
		EV_PHYS_LAUNCH,//75
		EV_CREATE_DYNENT,//76
		EV_CREATE_ROPE,//78
		EV_BLOOD_IMPACTS,//79
		EV_DETACH_ENTITY,//80
		EV_DELETE_ROPE,//81
		EV_ROPE_COLLIDE,//82
		EV_ROPE_SETFLAG,//83
		EV_ROPE_SETPARAM,//84
		EV_ROPE_ADDANCHOR,//85
		EV_ROPE_REMOVEANCHOR,//86
		EV_ROPE_MOVEANCHOR,//87
		EV_SETWETNESS,//88
		EV_EARTHQUAKE,//89
		EV_GRENADE_DROP,//90
		EV_GRENADE_SUICIDE,//91
		EV_DETONATE,//92
		EV_NIGHTVISION_WEAR,//93
		EV_NIGHTVISION_REMOVE,//94
		EV_OBITUARY,//95
		EV_REVIVE_OBITUARY,//96
		EV_DIRECTIONAL_HIT_INDICATOR,//97
		EV_ANIMATE_UI,//98
		EV_NO_FRAG_GRENADE_HINT,//99
		EV_NO_SPECIAL_GRENADE_HINT,//100
		EV_TARGET_TOO_CLOSE_HINT,//101
		EV_TARGET_NOT_ENOUGH_CLEARANCE,//102
		EV_LOCKON_REQUIRED_HINT,//103
		EV_FOOTSTEP_SPRINT,//104
		EV_FOOTSTEP_RUN,//105
		EV_FOOTSTEP_WALK,//106
		EV_FOOTSTEP_CROUCHRUN,//107
		EV_FOOTSTEP_CROUCHWALK,//108
		EV_FOOTSTEP_PRONE,//109
		EV_MANTLE,//110
		EV_JUMP,//111
		EV_LANDING_BARK,//112
		EV_LANDING_BRICK,//113
		EV_LANDING_CARPET,//114
		EV_LANDING_CLOTH,//115
		EV_LANDING_CONCRETE,//116
		EV_LANDING_DIRT,//117
		EV_LANDING_FLESH,//118
		EV_LANDING_FOLIAGE,//119
		EV_LANDING_GLASS,//120
		EV_LANDING_GRASS,//121
		EV_LANDING_GRAVEL,//122
		EV_LANDING_ICE,//123
		EV_LANDING_METAL,//124
		EV_LANDING_MUD,//125
		EV_LANDING_PAPER,//126
		EV_LANDING_PLASTER,//127
		EV_LANDING_ROCK,//128
		EV_LANDING_SAND,//129
		EV_LANDING_SNOW,//130
		EV_LANDING_WATER,//131
		EV_LANDING_WOOD,//132
		EV_LANDING_ASPHALT,//133
		EV_LANDING_CERAMIC,//134
		EV_LANDING_PLASTIC,//135
		EV_LANDING_RUBBER,//136
		EV_LANDING_CUSHION,//137
		EV_LANDING_FRUIT,//138
		EV_LANDING_PAINTEDMETAL,//139
		EV_LANDING_PLAYER,//140
		EV_LANDING_TALLGRASS,//141
		EV_LANDING_PAIN_DEFAULT,//142
		EV_LANDING_PAIN_BARK,//143
		EV_LANDING_PAIN_BRICK,//144
		EV_LANDING_PAIN_CARPET,//145
		EV_LANDING_PAIN_CLOTH,//146
		EV_LANDING_PAIN_CONCRETE,//147
		EV_LANDING_PAIN_DIRT,//148
		EV_LANDING_PAIN_FLESH,//149
		EV_LANDING_PAIN_FOLIAGE,//150
		EV_LANDING_PAIN_GLASS,//151
		EV_LANDING_PAIN_GRASS,//152
		EV_LANDING_PAIN_GRAVEL,//153
		EV_LANDING_PAIN_ICE,//154
		EV_LANDING_PAIN_METAL,//155
		EV_LANDING_PAIN_MUD,//156
		EV_LANDING_PAIN_PAPER,//157
		EV_LANDING_PAIN_PLASTER,//158
		EV_LANDING_PAIN_ROCK,//159
		EV_LANDING_PAIN_SAND,//160
		EV_LANDING_PAIN_SNOW,//161
		EV_LANDING_PAIN_WATER,//162
		EV_LANDING_PAIN_WOOD,//163
		EV_LANDING_PAIN_ASPHALT,//164
		EV_LANDING_PAIN_CERAMIC,//165
		EV_LANDING_PAIN_PLASTIC,//166
		EV_LANDING_PAIN_RUBBER,//167
		EV_LANDING_PAIN_CUSHION,//168
		EV_LANDING_PAIN_FRUIT,//169
		EV_LANDING_PAIN_PLAYER,//170
		EV_LANDING_PAIN_TALLGRASS,//171
		EV_FIRE_VEHICLE_TURRET,//172
		EV_FIRE_GUNNER_1,//173
		EV_FIRE_GUNNER_2,//174
		EV_FIRE_GUNNER_3,//175
		EV_FIRE_GUNNER_4,//176
		EV_FIRE_GUNNER_1A,//177
		EV_FIRE_GUNNER_2A,//178
		EV_FIRE_GUNNER_3A,//179
		EV_FIRE_GUNNER_4A,//180
		EV_START_CAMERA_TWEEN,//181
		EV_DESTRUCTIBLE_DISABLE_PIECES,//182
		EV_FOOTPRINT,//183
		EV_CANNOTPLANT,//184
		EV_DTP_LAUNCH,//185
		EV_DTP_LAND,//186
		EV_SLIDE_START,//187
		EV_SLIDE_STOP,//188
		EV_SCOPE_ZOOM,//189
		EV_JAM_WEAPON,//190
		EV_STACKFIRE,//191
		EV_BOLT_IMPACT,//192
		EV_BOLT_IMPALE,//193
		EV_PLAY_WEAPON_DEATH_EFFECTS,//194
		EV_PLAY_WEAPON_DAMAGE_EFFECTS,//195
		EV_FACE_EVENT,//196
		EV_SETLOCALWIND,//197
		EV_FLOAT_LONGER,//198
		EV_FORCE_BUOYANCY,//199
		EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS,//200
		EV_SCALE_BUOYANCY,//201
		EV_ALLOWPITCH,//202
		EV_GIB,//203
		EV_STANCE_INVALID//204
} entity_event_t;  

typedef struct{
	qhandle_t white;
	qhandle_t boutom;
	qhandle_t unknow_;
	qhandle_t HeadIconDisconnect;
	qhandle_t HeadIconYouInKillcam;
	qhandle_t gfx_tracer;
	qhandle_t gfx_laser;//
	qhandle_t gfx_laser_light;
	qhandle_t Lagometer;
	qhandle_t NULL_SHADER;
	qhandle_t unknow;
}Media_t;  

struct cg_t
{
    char unknown0[156]; //0x0000
	__int32 SightState; //0x009C 80 = sight 
		char unknown160[8]; //0x00A0
	__int32 SomeOneHityou; //0x00A8  
		char unknown172[8]; //0x00AC
	float MapStateX; //0x00B4  
	float MapStateY; //0x00B8  
	float MapStateZ; //0x00BC  
	float PredictX; //0x00C0  
	float PredictY; //0x00C4  
	float PredictZ; //0x00C8  
		char unknown204[16]; //0x00CC
	__int32 SightTime; //0x00DC  
		char unknown224[40]; //0x00E0
	__int32 hm_800; //0x0108  
		char unknown268[52]; //0x010C
	__int32 viewState; //0x0140  
		char unknown324[4]; //0x0144
	__int32 Shoottime; //0x0148  
	__int32 WeaponState; //0x014C  
		char unknown336[168]; //0x0150
	__int32 SightTime2; //0x01F8  
		char unknown508[592]; //0x01FC
	__int32 Primary_Ammo; //0x044C  
		char unknown1104[4]; //0x0450
	__int32 Secound_Ammo; //0x0454  
		char unknown1112[4]; //0x0458
	__int32 Nade_Ammo; //0x045C  
		char unknown1120[4]; //0x0460
	__int32 Smoke_Ammo; //0x0464  
		char unknown1128[4]; //0x0468
	__int32 Special_Ammo; //0x046C  
		char unknown1136[4]; //0x0470
	__int32 Killstreak_Ammo; //0x0474  
		char unknown1144[12]; //0x0478
	__int32 DoubleWeapon_Ammo_Right; //0x0484  
		char unknown1160[4]; //0x0488
	__int32 DoubleWeapon_Ammo_Left; //0x048C  
		char unknown1168[19676]; //0x0490
};

struct ClientInfo{
	__int32 Valid; //0x0000  
		char unknown4[4]; //0x0004
	__int32 Clientnum; //0x0008  
	char Name[32]; //0x000C  
	__int32 Team; //0x002C  
	__int32 Team2; //0x0030  
		char unknown52[4]; //0x0034
	__int32 Rank; //0x0038  
		char unknown60[28]; //0x003C
	char ClanTag[4]; //0x0058  
		char unknown92[4]; //0x005C
	__int32 frameTime; //0x0060  
	__int32 IsDead; //0x0064  
	__int32 Suicide; //0x0068  
	__int32 Score; //0x006C  
	__int32 Kills; //0x0070  
		char unknown116[4]; //0x0074
	__int32 Deaths; //0x0078  
	__int32 Kills_2; //0x007C  
	__int32 Deaths_2; //0x0080  
		char unknown132[24]; //0x0084
	char xModel1[32]; //0x009C  
		char unknown188[32]; //0x00BC
	char xModel2[32]; //0x00DC  
		char unknown252[32]; //0x00FC
	char xModel3[32]; //0x011C  
		char unknown316[776]; //0x013C
	float Predict; //0x0444  
	float Leaning; //0x0448  
	float viewAngleX; //0x044C  
	float viewAngleY; //0x0450  
		char unknown1108[116]; //0x0454
	__int32 GoingState; //0x04C8 1 normal 4 running 7 sprint 
		char unknown1228[36]; //0x04CC
	__int32 State; //0x04F0  
		char unknown1268[8]; //0x04F4
	__int32 isCrouching; //0x04FC  
		char unknown1280[4]; //0x0500
	__int32 isShooting; //0x0504  
	__int32 isZooming; //0x0508  
		char unknown1292[44]; //0x050C
	__int32 Weapon; //0x0538  
		char unknown1340[140]; //0x053C
};//Size 0x5C8

typedef enum { 
	TEAM_FREE, 
	TEAM_AXIS, 
	TEAM_ALLIES, 
	TEAM_SPECTATOR 
} team_t;

typedef struct {
    int crap;
	int Size;
	int zcrap[120];
	float Scale;
	char name[50];
} Font_t;
Code:
Media_t *	Media		= (Media_t *) 0xD2C7A0;
ClientInfo_t*    ClientInfo = (ClientInfo_t*)0x2ABF70E8;
MouseInfo_t*     MouseInfo  = (MouseInfo_t*) 0x41C2158;
PlayerSnap_t*    PlayerSnap = (PlayerSnap_t*)0xE40FA0;
Entity_t*        Entity     = (Entity_t*)    0x2ac840dc;

weapon_t*  (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x457180;//dword_C5C218
weapon_2_t*  (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x50F140;//dword_C5C218 + 8

void (__cdecl *CG_DrawStretchPicTheater)(Float* Style,  float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x0050EFB0;

float (__cdecl *AdjustFont)(Float* style, float sizeA) = (float (__cdecl *)( Float* , float  ))0x6E8C50;

void (__cdecl *AdjustFrom640)(Float* Style, float *x, float *y, float *w, float *h , int unk, int unk2 ) = (void (__cdecl *)( Float* , float *, float *, float *, float * , int , int ))0x614D90;

bool (*CG_EspIsVisible)( int noIdea, Entity_t *cent ) = (bool (__cdecl *)( int, Entity_t *  ))0x005A4830;


CG_PredictPlayerState 0x7DA480
Draw2DFrame 0x5D3400
#3 · edited 15y ago · 15y ago
pyton789
pyton789
Here are some of my addies:
Campaign and zombies
Code:
g_speed = &H02623290

cg_drawFPS = &H25EAF80

cg_drawGun = &H25FB360

Health = &H1A4E1DC
Unlimited ammo:
Code:
0064C6B9:
mov [esi+04],63
//you will have to jump into a code cave before you write this.

Btw thanks guys and master131 what is Viewbob and monkey bombs?
#4 · edited 15y ago · 15y ago
xbeatsszzx
xbeatsszzx
Here are some i found on the internet:

Code:
ENTITY_SIZE        0x328 
CLIENT_SIZE        0x5C8 
CG_OFFSET        0x2AB98100  
CLIENT_OFFSET        0x2ABF70E8  
ENTITY_OFFSET           0x2AC840DC  
REFDEF_OFFSET        0x2ABDAFC0  
VIEW_OFFSET        0xE40708
Code:
Trace             0x53C630; 
DrawStretchPic         0x6EA690; 
RegisterFont         0x6E90B0; 
RegisterShader         0x6CDF40; 
DrawEngineText         0x6EABC0;  
SendConsoleCommand    0x44DE80; 
RegisterTag        0x6B1E70; 
GetTagPos        0x426CA0; 
GetWeaponOffset        0x4585D0;
Code:
void __declspec(naked) nWallhack() 
{ 
    __asm pushad 
    __asm cmp DWORD PTR [esp+0x20], 0x514C98 
    __asm je doWallhack 
    __asm cmp DWORD PTR [esp+0x20], 0x7C8646 
    __asm je doWallhack 
    __asm cmp DWORD PTR [esp+0x20], 0x7C89B6  
    __asm je doWallhack 
    __asm jmp doJmp     
doWallhack: 
    __asm mov [esp+0x30], 0x12 
doJmp: 
    __asm popad 
    __asm jmp[pWallhack] 
} 

detour at 0x6D7240
Code:
class CRefdef 
{ 
public: 
    Vec3 refdefViewAngles; //0000     
    char unknown0[332]; 
    __int32 x; //0158 
    __int32 y; //015C 
    __int32 width; //0160 
    __int32 height; //0164 
    float FovX; //0168 
    float FovY; //016C 
    float TotalFov; //0170 
    Vec3 vOrigin; //0174     
    char unknown1[4]; 
    Vec3 vAxis[3]; //0184 
}; 

0x2ABDAFC0 - 0x158 = 0x2ABDAE68
Credits:
Ruffin
cardoow UC
#5 · edited 15y ago · 15y ago
King-Orgy
King-Orgy
if anyone cares

hire are the new offset for the patch that has been released like 1 hour ago


Code:
MouseInfo_t*    MouseInfo = (MouseInfo_t*)0x48DAC58;
PlayerSnap_t*    PlayerSnap = (PlayerSnap_t*)0xE3FFA0;

weapon_t*  (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x53E1C0;//dword_C5C218
weapon_2_t*  (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x527170;//dword_C5C218 +8

RegisterTag: 0x00547470
GetPlayerMesh: 0x00430410
GetPlayerTag: 0x004670C0

void (__cdecl *CG_DrawStretchPicTheater)(Float2* Style,  float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float2*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x005CFFB0;

void (*CG_Trace)(Trace* Trace, vec3_t Start, vec3_t End, int skipNumber, int mask, int a6, int a7) = (void (__cdecl *)(Trace* , vec3_t , vec3_t , int , int , int , int ))0x005FBBF0;

*(int *)0xE3FEA0 = 0x10;//show mouse cursor

void  (__cdecl *SendToConsole)( int flag, char* text ) = (void (__cdecl *)( int, char* ))0x005BAAD0;

int  (__cdecl *k_AttackOn)() = (int (__cdecl *)())0x7FD580;
int  (__cdecl *k_AttackOff)() = (int (__cdecl *)())0x7FD650;

int  (__cdecl *k_KnifeOn)() = (int (__cdecl *)())0x7FD900;
int  (__cdecl *k_KnifeOff)() = (int (__cdecl *)())0x7FD910;

bool (*CG_EspIsVisible)( int noIdea, Entity *cent ) = (bool (__cdecl *)( int, Entity *  ))0x00589550;

CG_RegisterFont:0x005C5220
CG_DrawString:0x00530140
#6 · 15y ago
Edlmann
Edlmann
Here is a collection of offsets for all updates so far (Zombie-Mode only):

Skidrow-Crackfix (aka Update 1):
Health1=$01BDB5DC
Health2=$01A4C15C
PrimaryWeapClip=$01BDB7D8
PrimaryWeapStock=$01BDB760
SecondaryWeapClip=$01BDB7E8
SecondaryWeapStock=$01BDB770
LeftGunCZ75Clip=$01BDB808
LeftGunJaneClip=$01BDB800
ZombieMoney=$01BDCFA0
Grenades=$01BDB7E0
MonkeyBombs=$01BDB7F8

Update 3:
Health1=$01BDA5DC
Health2=$01A4B15C
PrimaryWeapClip=$01BDA7D8
PrimaryWeapStock=$01BDA760
SecondaryWeapClip=$01BDA7E8
SecondaryWeapStock=$01BDA770
LeftGunCZ75Clip=$01BDA800
LeftGunJaneClip=$01BDA7F0
ZombieMoney=$01BDBFA0
Grenades=$01BDA7E0
MonkeyBombs=$01BDA808

Update 4:
Health1=$01BDD65C
Health2=$01A4E1DC
PrimaryWeapClip=$01BDD858
PrimaryWeapStock=$01BDD7E0
SecondaryWeapClip=$01BDD868
SecondaryWeapStock=$01BDD7F8
LeftGunCZ75Clip=$01BDD870
LeftGunJaneClip=$01BDD880
ZombieMoney=$01BDF020
Grenades=$01BDD860
MonkeyBombs=$01BDD878

And for C or C++ or C# guys: $01BDD65C = 0x01BDD65C
#7 · edited 15y ago · 15y ago
cardoow
cardoow
#8 · 15y ago
seaplusplus
seaplusplus
Just started coding for Black Ops...
I already code VIP for Combat Arms!

Zombie Mode Level - 0x2AB5B464
Zombie Mode Money - 0x017DF020 (Not sure about this)
#9 · 15y ago
Dylancool16
Dylancool16
Quote Originally Posted by pyton789 View Post
Thats not going to work because it will change everytime you start the game.
That Is What I Am Trying To Fix...If There Is One...lol.
Here Are The Offsets I Found For The Recent CoD Update :

Health - 01A4E1DC
Secondary Ammo Clips - 01BDD7F0
Primary Ammo Clips - 01BDD7E0
Player 1 Money - 01BDF020
Player 2 Money - 01BE0D48
Player 3 Money - 01BE2A70
Player 4 Money - 01BE4798
Grenades - 01BDD860
Claymores - 01BDD870
Left Gun Ammo - 01BDD878
Secondary Gun Ammo - 01BDD868
Primary Gun Ammo - - 01BDD858

Thank Me If I Helped.
#10 · 15y ago
lolbie
lolbie
Just some addresses updates for latest patch

Speed:
&H2624290
&H26242A0

Ammo:
&H1BDE858 'First weapon ammo
&H1BDE7E0 'First weapon stock
&H1BDE868 'Second weapon first ammo slot
&H1BDE7F0 'second Weapon (stock)
&H1BDE860 'Grenades

Money:
&H1BE0020

Health:
&H1BDE65C
&H1A4F1DC

if u used them
Credit me
#11 · edited 15y ago · 15y ago
SH
shaunm2
7.0.57 patch:

RegisterTag: 0x4D3780
RegisterFont: 0x6EA970
NameTags: 0x6AD170
EngineText: 0x6ECA10
Trace: 0x4DA230
EndFrame: 0063D460
pViewMatrix 0xE40708//can some1 confirm this?
pClientInfo 0x2B3F70E8
pEntity 0x2B4840DC
pCG 0x2B398100
pRefdef 0x2B3DAE68
#12 · 15y ago
pyton789
pyton789
How to update addies from last past to new one: (22/2)
Simply add 1000 to the old addie. IN HEXADECIMALS.
#13 · 15y ago
Edlmann
Edlmann
Just want to post a little pointer to my tool for refinding offsets:

http://www.mpgh.net/forum/356-call-d...-refinder.html

Which is refinding the most common offsets for BO.
#14 · 15y ago
cardoow
cardoow
Quote Originally Posted by shaunm2 View Post
7.0.57 patch:

RegisterTag: 0x4D3780
RegisterFont: 0x6EA970
NameTags: 0x6AD170
EngineText: 0x6ECA10
Trace: 0x4DA230
EndFrame: 0063D460
pViewMatrix 0xE40708//can some1 confirm this?
pClientInfo 0x2B3F70E8
pEntity 0x2B4840DC
pCG 0x2B398100
pRefdef 0x2B3DAE68
i use 0xe43790 for what you call viewmatrix
viewangles at 0x78
#15 · 15y ago
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