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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Hack Coding / Programming / Source Code › Some useful functions & Addresses

Some useful functions & Addresses

Posts 1–15 of 24 · Page 1 of 2
AT
Atomic`
Some useful functions & Addresses
Addresses -

Code:
#define ADDR_TAGS1			0x372FC62A
#define ADDR_TAGS2			0x372FC6AD
#define ADDR_GETPLAYERBYINDEX 		0x371549E0
#define ADDR_LOCALPLAYER		0x37155860
#define ADDR_CLIENTINFO			0x377D952C
#define ADDR_MTBWCRET			0x373CE197
#define ADDR_LTCLIENT			0x377DA848
#define ADDR_WEAPONMGR			0x378208BC
#define ADDR_LOCALPTR			0x37826730
#define ADDR_BUILDFONT			0x3757B680
#define ADDR_FILLFONT			0x3757C310
#define ADDR_FONTECX			0x3783776C
#define ADDR_GETFONTHAND		0x37483B30
#define ADDR_GETCONSOLEINT		0x3738CE00
#define ADDR_GCS			0x37823F50
#define ADDR_LTCOMMON			0x3781EE68
#define ADDR_S_BULLETS			0x3741BFED
#define ADDR_REMOTEKILL1		0x37421741
#define ADDR_REMOTEKILL2		0x37421742
#define ADDR_REMOTEKILL3		0x37421AC1
#define ADDR_REMOTEKILL4		0x37421AC2
#define ADDR_WEAPON_RANGE1		0x37421619
#define ADDR_WEAPON_RANGE2		0x37421999
#define ADDR_RAPIDFIRE1			0x37418F27
#define ADDR_RAPIDFIRE2			0x3742208E
#define ADDR_RAPIDFIRE3			0x3741DF07
#define ADDR_RAPIDFIRE4			0x37422095
#define ADDR_RAPIDFIRE5			0x37421EC8
#define ADDR_FORCEFPS			0x377DA8D8
#define ADDR_L***BASE			0x377DA830
#define ADDR_GAMEMODE			0x377FD148

#define OFF_FPS				0x14EF8

#define ADDR_W2S			0x4915C0
#define ADDR_INTERSECT			0x470C90
#define ADDR_D3D			0x9116A0
#define ADDR_DRAWPRIM			0x805774
#define ADDR_CURSORCENTER		0x7EFA4C
#define ADDR_SETCVAR			0x486010
Functions -

Code:
int gameMode() 
{
	return *(int*)ADDR_GAMEMODE;
}

typedef bool (*IsConnected_t)(void);
bool inGame()
{
	DWORD* LTBase = (DWORD*)ADDR_LTCLIENT;
	IsConnected_t pConnected = *(IsConnected_t*)(*LTBase + 0x8C);
	return pConnected();
}

D3DXVECTOR3 IntToObject(int* obj)
{
	return *(D3DXVECTOR3*)(obj + 0x4);
}

bool ValidPointer(void* p)
{ 
	return !IsBadReadPtr(p, 4) && p;
}

void SetLocalPlayerPosition(int* Int)
{
	D3DXVECTOR3 Pos = IntToObject(Int);
	DWORD dwClientFxEntry =	(DWORD)GetModuleHandleA(MODULE_CLIENTFX);
	DWORD dwClass =		*(DWORD*)(dwClientFxEntry + 0x66F34);

	if(!dwClass)	return;

	*(float*)(dwClass + 0xC8) = (Pos.x);
	*(float*)(dwClass + 0xCC) = (Pos.y);
	*(float*)(dwClass + 0xD0) = (Pos.z);
}

void MemEdit(PVOID dwAdd, void *val, int bytes)
{
    DWORD d, ds; 
    VirtualProtect(dwAdd, bytes, PAGE_EXECUTE_READWRITE, &d);
    memcpy(dwAdd, val, bytes);  
    VirtualProtect(dwAdd,bytes,d,&ds);
}
Good Telekill -

Code:
DWORD ulThis;
PlayerInfo* pPlayer;
PlayerInfo* pLocal;
typedef PlayerInfo* (__thiscall *lpGetPlayerByIndex)(DWORD ulThis,int index, int unk);
lpGetPlayerByIndex GetPlayerByIndex;
typedef PlayerInfo* (__thiscall *lpGetLocalPlayer)(DWORD ulThis);
lpGetLocalPlayer GetLocalPlayer;
bool gotTarget, TKInitiated;

void DoTelekill(int Status)
{
	if(Status)
	{
		if(inGame())
		{
			if(!TKInitiated)
			{
				GetPlayerByIndex = (lpGetPlayerByIndex)(ADDR_GETPLAYERBYINDEX);
				ulThis = *(DWORD*)(ADDR_CLIENTINFO);
				GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
				TKInitiated = true;
				return;
			}
			else
			{
				pLocal = GetLocalPlayer(ulThis);
				if(!gotTarget)
				{
					Target++;
					if(Target > 16) 
						Target = 0;
					pPlayer = GetPlayerByIndex(ulThis, Target, 0);
					if(pLocal && Tools.ValidPointer(pLocal) && pPlayer && Tools.ValidPointer(pPlayer) && pPlayer->pTeam != pLocal->pTeam && Player->pName != pLocal->pName && !pPlayer->pIsDead && !pLocal->pIsDead)
						gotTarget = true;
					else return;
				}
				else
				{
					if(pLocal && Tools.ValidPointer(pLocal) && pPlayer && Tools.ValidPointer(pPlayer) && pPlayer->pTeam != pLocal->pTeam && Player->pName != pLocal->pName && !pPlayer->pIsDead && !pLocal->pIsDead)
					{
						if(Tools.Hotkey(0x58, true))
							SetLocalPlayerPosition(pPlayer->Object);
						if(Tools.Hotkey(0x43))
						{
							gotTarget = false;
							return;
						}
					}
					else
					{
						gotTarget = false;
						return;
					}
				}
			}
		}
		else 
		{
			TKInitiated = false;
			gotTarget = false;
		}
	}
	else
	{
		gotTarget = false;
		return;
	}
}
Good Rapid Fire-

Code:
bool rRapidfire, SetRapidFire;
float EndWait;
void DoRapidFire(int Status)
{
	if(Status)
	{
		if(GetAsyncKeyState(VK_MBUTTON)<0)
		{
			if(clock() < EndWait)
			{
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
			}
			else
			{
				EndWait = clock() + 0.09 * CLOCKS_PER_SEC;
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x90\x90\x90\x90\x90\x90\x90", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
			}
			SetRapidFire = true;
		}
		else
		{
			if(SetRapidFire)
			{
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
				SetRapidFire = false;
			}
		}
		rRapidfire = true;
	}
	else
	{
		if(rRapidfire)
		{
			MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
			MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
			rRapidfire = false;
		}
	}
}
Credits -

Gellin`
0xE9
Atomic`
#1 · 14y ago
ParkII
ParkII
Good Job Bro , thanks for sharing
#2 · 14y ago
SN
SNIPdetta
Thread Perfect, thanks.
#3 · 14y ago
_D
_Dead
0xe9 seem's like a pretty cool guy xD What of this is his?
#4 · 14y ago
SN
SNIPdetta
Quote Originally Posted by _Dead View Post
0xe9 seem's like a pretty cool guy xD What of this is his?
0xe9 = you.

one question, what functions you found using sendtoserver?

until the time I found some that are useful.
#5 · 14y ago
TH
TheMaTriX
thx
thats not the full code
i cant compile this
Taret and MODULE_CLIENTFX and PlayerInfo is undefined
#6 · edited 14y ago · 14y ago
RE
Reflex-
Quote Originally Posted by TheMaTriX View Post
thx
thats not the full code
i cant compile this
Taret and MODULE_CLIENTFX and PlayerInfo is undefined
Then Define it....
#7 · 14y ago
TH
TheMaTriX
hh i dont know how
so if someone can help me i will be happy
thx: )
#8 · 14y ago
Shadow`
Shadow`
Excuse me, what would I define clocks and CLOCKS_PER_SEC as? I seem to have all the addys right but this is all I need. Anyone wanna help me please?

(I'm asking about rapid fire)
#9 · 14y ago
XF
xFabolous
Quote Originally Posted by Shadow` View Post
Excuse me, what would I define clocks and CLOCKS_PER_SEC as? I seem to have all the addys right but this is all I need. Anyone wanna help me please?

(I'm asking about rapid fire)
#include <time.h>

@Shadow`
#10 · 14y ago
LO
LoveDaKush
Nice release
#11 · 14y ago
MagixAries
MagixAries
very nice release there
#12 · 14y ago
HO
holypain1
Where do i put one of these scripts?
#13 · 14y ago
ST
stoptheinhumanity
Is it possible to paste this into Vis Studio and compile it somehow to use?
#14 · 14y ago
RE
Reflex-
Quote Originally Posted by stoptheinhumanity View Post
Is it possible to paste this into Vis Studio and compile it somehow to use?
If you Knew C++ You would know where these would go.
#15 · 14y ago
Posts 1–15 of 24 · Page 1 of 2

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