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Home › Forum › MultiPlayer Game Hacks & Cheats › Other Semi-Popular First Person Shooter Hacks › Mission Against Terror Hacks & Cheats › Mission Against Terror Discussions › dBased...can you make something with this code

LightbulbdBased...can you make something with this code

Posts 1–13 of 13 · Page 1 of 1
TA
tasya89
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?
#1 · 15y ago
WH
whit
Where did you find this ?

And dBased Already has All of these...
#2 · 15y ago
1W
1wizz
Yes he can but he has all of this already but thank's with sharing to the public i can make one now
#3 · 15y ago
WH
whit
Quote Originally Posted by 1wizz View Post
Yes he can but he has all of this already but thank's with sharing to the public i can make one now
Ehm You got working hook?
Took me a minute to hook DIP undetected
#4 · 15y ago
TA
tasya89
Quote Originally Posted by whit View Post
Where did you find this ?

And dBased Already has All of these...
I found this code at D X T Forum....
why?
#5 · 15y ago
WH
whit
Quote Originally Posted by tasya89 View Post


I found this code at D X T Forum....
why?
I Couldnt find anything on this Game thanks tho..
#6 · 15y ago
kasyah69
kasyah69
copy all then paste 2 MAT Automaton script liao
#7 · 15y ago
WH
whit
Quote Originally Posted by kasyah69 View Post
copy all then paste 2 MAT Automaton script liao
Not going to work like that
This is C++ Code not a Script
#8 · 15y ago
TA
tasya89
Quote Originally Posted by whit View Post
Not going to work like that
This is C++ Code not a Script
ya ya....is true......
#9 · 15y ago
kasyah69
kasyah69
i noe la its C++ visual basic 6.0 programer hehe :P
#10 · 15y ago
TA
tasya89
Quote Originally Posted by kasyah69 View Post
i noe la its C++ visual basic 6.0 programer hehe :P
But it would take long time to learn it......
#11 · 15y ago
baunero
baunero
Quote Originally Posted by tasya89 View Post

But it would take long time to learn it......
you can practice on Microsoft Visual Basics before knowing about C++ or Turbo C
that may help really good dear
#12 · 15y ago
WH
whit
Quote Originally Posted by kasyah69 View Post
i noe la its C++ visual basic 6.0 programer hehe :P
What C++ & Visual basics are two different languages
#13 · 15y ago
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