dBased...can you make something with this code
Subagames MAT Detection Bypass
Code:
//Subagames
D3D9Drv + 0x12764 => JMP (EB) //DIP Detection 1
D3D9Drv + 0x10A22 => JMP (EB) //DIP Detection 2
Engine + 0x1B116F => JMP (EB) //DIP Detection 3
KFXGame + 0x8A81 => JMP (EB) //DIP Detection
CiBMall MAT Detection Bypass
Code:
//CiBMall
D3D9Drv + 0x12504 => JMP (EB) //DIP Detection 1
D3D9Drv + 0x13CA0 => JMP (EB) //DIP Detection 2
Engine + 0x1B0DDF => JMP (EB) //DIP Detection 3
KFXClient + 0x39F7E => JMP (EB) //Cheat Engine Debugger Detection
Bone Coords for ESP | AimBot
"I don't know how accurate"
Code:
#define ENGINE "Engine.dll"
#define BONE_COORDS "?GetBoneCoords@uskeletalMeshInstance@@QAE?AVFCoords@@K@Z"
DWORD dwBone = ( DWORD )GetProcAddress( GetModuleHandleA( ENGINE ), BONE_COORDS );
That'll get you to USkeletalMeshInstance::GetBoneCoords( Pawn, BoneNumber, &fCoord );
Code:
char* cBone[8] =
{
"No_Bone", //0
"Pelvis", //1
No_Bone, //2
No_Bone, //3
No_Bone, //4
"Chest", //5
"Neck", //6
"Head", //7
};
GetBoneCoords( pAimPawn, cAimbot.Bone, &vBoneCoord );
Explosion Model Rec
Code:
( ( m_Stride == 32 ) && ( NumVertices == 4 && primCount == 2 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 8 && primCount == 4 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 12 && primCount == 6 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 16 && primCount == 8 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 20 && primCount == 10 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 24 && primCount == 12 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 32 && primCount == 16 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 40 && primCount == 20 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 80 && primCount == 40 ) ) ||
( ( m_Stride == 32 ) && ( NumVertices == 100 && primCount == 50 ) )
Misc Hacks and Alternative ESP
General Information
"General Information"
Code:
DWORD dwPointer = *( DWORD *)0x1104F324;
DWORD dwPPointer = *( DWORD *)( dwPointer + 0x8 );
DWORD dwViewport = *( DWORD *)( dwPPointer + 0x3C );
DWORD dwPlayerController = *( DWORD *)( dwViewport + 0x34 );
DWORD dwPawn = *( DWORD *)( dwPlayerController + 0x354 );
DWORD dwPlayerReplicationInfo = *( DWORD *)( dwPawn + 0x510 );
ESP
Code:
//Bool to turn on ESP. LMAO.
//Name HP
//Format is
//sprintf( bESP, "%d HP: %s, Name, HP )
*( bool *)( dwPlayerReplicationInfo + 0x41C ) = 1;
Scope/Zoom
Code:
//First Level Zoom
*( float *)( dwPlayerController + 0x5CC ) = 40.0f;
//Second Level Zoom
*( float *)( dwPlayerController + 0x5CC ) = 10.0f;
Increase Acceleration ( Not speed, but the time it takes for you to reach the maximum possible speed. )
Code:
*( int *)( dwPawn + 0x3E8 ) = 9999;
Removing Pitch limits.
( Removing the aim limit which limits you to aiming at the sky when you aim up )
Code:
*( BYTE *)( dwPawn + 76 ) = 0; // Or 1. Doesn't matter. Default is 3
Most aren't of great use. Will add more such as collisions, etc.
Complete ESP Source code. Copy and paste ready.
Code:
#include <Windows.h>
class Pointer;
class PPointer;
class C_Viewport;
class C_PlayerController;
class C_Pawn;
class C_PlayerReplicationInfo;
class Pointer
{
public:
char unknown0[8]; //0x0000
PPointer* pPointer; //0x0008
char unknown12[52]; //0x000C
};
class PPointer
{
public:
char unknown0[60]; //0x0000
C_Viewport* Viewport; //0x003C
};
class C_Viewport
{
public:
char unknown0[52]; //0x0000
C_PlayerController* Controller; //0x0034
char unknown56[8]; //0x0038
};
class C_PlayerController
{
public:
char unknown0[852]; //0x0000
C_Pawn* Pawn; //0x0354
char unknown856[232]; //0x0358
};
class C_Pawn
{
public:
char unknown0[1296]; //0x0000
C_PlayerReplicationInfo* PRI; //0x0510
char unknown1300[44]; //0x0514
};
class C_PlayerReplicationInfo
{
public:
char unknown0[1052]; //0x0000
BYTE bESP; //0x041C
char unknown1053[35]; //0x041D
};
DWORD WINAPI Thread( LPVOID param )
{
DWORD dwPointer = *( DWORD *)0x1104F324;
Pointer* pMain = ( Pointer* )dwPointer;
while( true )
{
if( pMain != NULL &&
pMain->pPointer != NULL &&
pMain->pPointer->Viewport != NULL &&
pMain->pPointer->Viewport->Controller != NULL &&
pMain->pPointer->Viewport->Controller->Pawn != NULL &&
pMain->pPointer->Viewport->Controller->Pawn->PRI != NULL )
{
if( GetAsyncKeyState( VK_NUMPAD1 ) &1 )
pMain->pPointer->Viewport->Controller->Pawn->PRI->bESP = 1;
if( GetAsyncKeyState( VK_NUMPAD2 ) &1 )
pMain->pPointer->Viewport->Controller->Pawn->PRI->bESP = 0;
}
Sleep( 10 );
}
return 0;
}
BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
{
if ( dwReason == DLL_PROCESS_ATTACH )
{
CreateThread( 0, 0, Thread, 0, 0, 0 );
return TRUE;
}
return FALSE;
}
Full Source Code (Class Included | Valid Class/Pointer Check | Hack Examples Incldued)
Code:
/**************************************************************************
* Mission Against Terror Classes
* Credits: Code[V]
* DC & His ReClass
* DarkByte & His CheatEngine
*
* Thanks: Cobra
*
* Some Basic Information: XLevel - Still Working On
* KFXFireBase - Holds information on Spread,
* FireRate, Etc
* Still need to work more on Console, KFXFireBase, GRI, VCRI, ChatManager
**************************************************************************/
Code:
class MainClass;
class SubClass;
class WindowsViewport;
class PlayerController;
class XLevel;
class Pawn;
class Engine;
class GameEngine;
class GEntry;
class Canvas;
class Console;
class GameReplicationInfo;
class VoiceChatReplicationInfo;
class ChatManager;
class Name;
class PlayerReplicationInfo;
class TeamInfo;
class Weapon;
class KFXFireBase;
class ProjectileClass;
class MainClass
{
public:
char unknown0[8]; //0x0000
SubClass* pSubClass; //0x0008
};//Size=0x000C(12)
class SubClass
{
public:
char unknown0[60]; //0x0000
WindowsViewport* pViewport; //0x003C
};//Size=0x0040(64)
class WindowsViewport
{
public:
char unknown0[52]; //0x0000
PlayerController* pController; //0x0034
PlayerController* pOldController; //0x0038
Console* pConsole; //0x003C
DWORD CursorState; //0x0040
float GameMouseX; //0x0044
float GameMouseY; //0x0048
char unknown76[40]; //0x004C
Canvas* pCanvas; //0x0074
char unknown120[20]; //0x0078
float ActiveFrameTimer; //0x008C
char unknown144[24]; //0x0090
DWORD ActiveFrameCount; //0x00A8
char unknown172[64]; //0x00AC
float WindowsMouseX; //0x00EC
float WindowsMouseY; //0x00F0
char unknown244[12]; //0x00F4
};//Size=0x0100(256)
class PlayerController
{
public:
char unknown0[84]; //0x0000
DWORD ViewChangeCounter; //0x0054
char unknown88[64]; //0x0058
XLevel* pXLevel; //0x0098
char unknown156[184]; //0x009C
DWORD PlayerPitch; //0x0154
DWORD PlayerYaw; //0x0158
DWORD PlayerRoll; //0x015C
char unknown352[500]; //0x0160
Pawn* pPawn; //0x0354
char unknown856[8]; //0x0358
float DesiredFOV; //0x0360
char unknown868[8]; //0x0364
BYTE bPressShift; //0x036C
BYTE bPressCtrl; //0x036D
BYTE bPressLeftM; //0x036E
BYTE bPressRightM; //0x036F
char unknown880[420]; //0x0370
float FOVBias; //0x0514
char unknown1304[9]; //0x0518
BYTE bKeyPressWASD; //0x0521
char unknown1314[14]; //0x0522
Pawn* pPawn1; //0x0530
char unknown1332[92]; //0x0534
Pawn* pPawn2; //0x0590
char unknown1428[56]; //0x0594
float DesiredFOV2; //0x05CC
float DefaultFOV; //0x05D0
char unknown1492[424]; //0x05D4
GameReplicationInfo* pGRI; //0x077C
VoiceChatReplicationInfo* pVCRI; //0x0780
char unknown1924[244]; //0x0784
ChatManager* pChatManager; //0x0878
char unknown2172[112]; //0x087C
float Ping; //0x08EC
char unknown2288[216]; //0x08F0
Pawn* pPawn3; //0x09C8
D3DXVECTOR3 CameraPos0; //0x09CC
D3DXVECTOR3 CameraPos1; //0x09D8
char unknown2532[92]; //0x09E4
};//Size=0x0A40(2624)
class XLevel
{
public:
char unknown0[68]; //0x0000
Engine* pEngine; //0x0044
char unknown72[60]; //0x0048
};//Size=0x0084(132)
class Pawn
{
public:
char unknown0[84]; //0x0000
DWORD MovementCounter; //0x0054
char unknown88[96]; //0x0058
float DanceCounter; //0x00B8
char unknown188[68]; //0x00BC
D3DXVECTOR3 vLocation0; //0x0100
D3DXVECTOR3 vLocation1; //0x010C
char unknown280[4]; //0x0118
D3DXVECTOR3 vLocation2; //0x011C
char unknown296[32]; //0x0128
D3DXVECTOR3 vLocation3; //0x0148
char unknown340[12]; //0x0154
D3DXVECTOR3 vAcceleration; //0x0160
D3DXVECTOR2 vDirection; //0x016C
char unknown372[324]; //0x0174
float CollisionRadius; //0x02B8
float CollisionHeight; //0x02BC
char unknown704[40]; //0x02C0
D3DXVECTOR3 vLocation4; //0x02E8
char unknown756[228]; //0x02F4
float GroundSpeed; //0x03D8
float WaterSpeed; //0x03DC
float AirSpeed; //0x03E0
char unknown996[4]; //0x03E4
float AccelRate; //0x03E8
float JumpZ; //0x03EC
char unknown1008[44]; //0x03F0
DWORD PitchUpLimit; //0x041C
DWORD PitchDownLimit; //0x0420
char unknown1060[12]; //0x0424
Weapon* pWeapon; //0x0430
char unknown1076[48]; //0x0434
float PositionZ; //0x0464
char unknown1128[4]; //0x0468
float MaxHealth; //0x046C
char unknown1136[4]; //0x0470
DWORD Health; //0x0474
char unknown1144[152]; //0x0478
PlayerReplicationInfo* pPRI; //0x0510
char unknown1300[824]; //0x0514
};//Size=0x084C(2124)
class Engine
{
public:
char unknown0[276]; //0x0000
GameEngine* pGameEngine; //0x0114
char unknown280[40]; //0x0118
};//Size=0x0140(320)
class GameEngine
{
public:
char unknown0[48]; //0x0000
GEntry* pGEntry; //0x0030
char unknown52[12]; //0x0034
};//Size=0x0040(64)
class GEntry
{
public:
char unknown0[128]; //0x0000
};//Size=0x0080(128)
class Canvas
{
public:
char unknown0[212]; //0x0000
WindowsViewport* pViewport0; //0x00D4
char unknown216[40]; //0x00D8
};//Size=0x0100(256)
class Console
{
public:
char unknown0[64]; //0x0000
};//Size=0x0040(64)
class GameReplicationInfo
{
public:
char unknown0[936]; //0x0000
Name* GameName; //0x03A8
char unknown940[8]; //0x03AC
Name* GameClass; //0x03B4
char unknown952[336]; //0x03B8
};//Size=0x0508(1288)
class VoiceChatReplicationInfo
{
public:
char unknown0[64]; //0x0000
};//Size=0x0040(64)
class ChatManager
{
public:
char unknown0[64]; //0x0000
};//Size=0x0040(64)
class Name
{
public:
char cName[40]; //0x0000
char unknown40[60]; //0x0028
};//Size=0x0064(100)
class PlayerReplicationInfo
{
public:
char unknown0[948]; //0x0000
DWORD Ping; //0x03B4 DWORD RealPing = Ping * 4
char unknown952[12]; //0x03B8
Name* PlayerName; //0x03C4
char unknown968[56]; //0x03C8
DWORD PlayerID; //0x0400
TeamInfo* pTeam; //0x0404
char unknown1032[20]; //0x0408
BYTE bESP; //0x041C
char unknown1053[3]; //0x041D
DWORD PacketLoss; //0x0420
char unknown1060[184]; //0x0424
DWORD Kills; //0x04DC
DWORD Death; //0x04E0
char unknown1252[864]; //0x04E4
};//Size=0x0844(2116)
class TeamInfo
{
public:
char unknown0[936]; //0x0000
Name* TeamName; //0x03A8
char unknown940[16]; //0x03AC
DWORD TeamIndex; //0x03BC
char unknown960[128]; //0x03C0
};//Size=0x0440(1088)
class Weapon
{
public:
char unknown0[328]; //0x0000
D3DXVECTOR3 vWeaponPos; //0x0148
DWORD WeaponPitch; //0x0154
DWORD WeaponYaw; //0x0158
char unknown348[600]; //0x015C
KFXFireBase* pFireBase; //0x03B4
char unknown952[324]; //0x03B8
DWORD Reloading; //0x04FC
char unknown1280[80]; //0x0500
DWORD StoredAmmo; //0x0550
char unknown1364[4]; //0x0554
DWORD CurrentAmmo; //0x0558
char unknown1372[4]; //0x055C
DWORD MaxAmmo; //0x0560
char unknown1380[168]; //0x0564
DWORD RoundsPerShot; //0x060C
char unknown1552[24]; //0x0610
DWORD WeaponState; //0x0628
char unknown1580[40]; //0x062C
DWORD WeaponIndex; //0x0654
char unknown1624[280]; //0x0658
float WeaponHeat; //0x0770
char unknown1908[216]; //0x0774
};//Size=0x084C(2124)
class KFXFireBase
{
public:
char unknown0[28]; //0x0000
Weapon* pParent; //0x001C
char unknown32[240]; //0x0020
ProjectileClass* pProjectile; //0x0110 i think? Only appears to weapons with projectile, like rocket or grenade
char unknown276[36]; //0x0114
DWORD RoundsInOneFire; //0x0138
char unknown316[192]; //0x013C
float CrosshairSize; //0x01FC
float CrosshairSpread0; //0x0200
float CrosshairSpread1; //0x0204
char unknown520[568]; //0x0208
};//Size=0x0440(1088)
class ProjectileClass
{
public:
char unknown0[128]; //0x0000
};//Size=0x0080(128)
Code:
MainClass* pMain = ( MainClass* )( *( DWORD *)0x1104F324 );
if( !IsBadReadPtr( pMain->pSubClass->pViewport, 4 ) )
{
if( !IsBadReadPtr( pMain->pSubClass->pViewport->pController, 4 ) )
{
PlayerController* pActor = pMain->pSubClass->pViewport->pController;
if( !IsBadReadPtr( pActor->pPawn, 4 ) )
{
//Do Hacks Here
//ESP
pActor->pPawn->pPRI->bESP = 1;
//Trigger bot
//Missing parts which detect the enemy in center of screen
pActor->bPressLeftM = 1;
//Lock / Unlock Cusor
pMain->pSubClass->pViewport->CursorState = 3; // 0 is locked, find the values urself
}
}
}
I do not know how to use the code ....
no one knows how to make this code work? Where did you find this ?
And dBased Already has All of these...
i noe la its C++ visual basic 6.0 programer hehe :P