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Home › Forum › MultiPlayer Game Hacks & Cheats › CrossFire Hacks & Cheats › CrossFire Latin America / Brazil Hacks › CrossFire Latin America / Brazil Hack Source Code › Logger Julho 2018

Logger Julho 2018

Posts 1–15 of 27 · Page 1 of 2
VA
vaisefud3
Logger Julho 2018
Qualquer coisa errada ou faltando me avisem

Code:
// ------------ CROSSFIRE LOG STARTED -------------
#define pDevice                0x118B6F0
#define EndScene               0x6DE640
#define nEndScene              0x5E09A0
#define WallArray              0x119EE38
#define aIntersectSegment      0x675650
// ----------------- DC Bypass -------------------- (Removido)
#define cf_check1              0x000000
#define cf_check2              0x000000
#define cf_check3              0x000000
#define cf_check4              0x000000
#define cf_check5              0x000000
#define cf_check6              0x000000
#define cf_DC_JMP              0x000000
#define cf_RETN1               0x000000
#define cf_RETN2               0x000000
#define cf_RETN3               0x000000
#define cshell_RETN1           0x000000
#define cshell_JMP1            0x000000
#define cshell_JMP2            0x000000
#define cshell_JMP3            0x000000
#define cshell_JMP4            0x000000
#define cf_SendErrorReport1    0x000000
#define cf_SendErrorReport2    0x000000
// ------------- ADDRESS LOG STARTED --------------
#define WallMgr                0x17D5AE8
#define WeponMgr               0x17D5B00
#define aLTClientShell         0x1191B54
#define aLTModel               0x118F004
#define aCLTPlayerClient       0x11BCB48
#define ILTClient              0x1191B48
#define MiscMgr                0x17D5AE0
#define ModelNode              0x17D5A2C
#define DrawTextEngine1        0x687EE0
#define DrawTextEngine2        0x17E3288
#define GameStatus             0xA50B1
#define Bypass28_3             0x70E5F5
#define Bypass31_0             0x70FE4F
#define BasicPlayerInfo        0x163A920
#define VisibleZoneIndex       0xD9E03C
#define DamagePerSec           0xD9E0E4
#define DamageZone             0xD9E0F4
#define Eatman                 0xD9E080
#define EatmanName             0xD9E074
#define VersionCode            0xD9E10C
#define ZoneMan                0xD9E088
#define ZoneName               0xD9E050
#define ZoneManName            0xD9E05C
#define Floor                  0xD9E0A4
#define FloorNameMsgIndex      0xD9E090
#define PointIndex             0xD9E0B4
#define EditPoly               0xD9E0C0
#define PolyList               0xD9E0CC
#define PointList              0xD9E0D8
#define MaxDepth               0xD9E100
#define killzone               0xFDBCF4
#define killzonebox            0xFDBD00
#define killzoneAdd            0xFDBD0C
#define killzoneDel            0xFDBD18
#define AntiChatAddress        0x17E2E54
// ---------------- OFFSETS LOG -------------------
#define CLTPlayerClientOffset  0x78
#define o_PlayerStart          0x1E8
#define o_PlayerSize           0xD78
#define o_Me                   0x1F4
#define o_PTC                  0x21C
#define TextureType            0x594
#define ShootThroughWalls1     0x568
#define ShootThroughWalls2     0x56C
#define ShootThroughWalls3     0x570
#define AmmoDamage             0xEB4
#define ReloadAnimRatio        0x13B0
#define Range                  0xEA4
#define GrenadeBelowTime       0x37E0
#define DmgRatioPerNode        0x124C
#define ChangeWeaponAnimRatio  0x13B4
#define KnifeNormalAniRate     0x10E4
#define KnifeNormalAniRate2    0x1144
#define KnifeNormalAngle       0x10D4
#define KnifeNormalAngle2      0x1134
#define MoveSpeedPenalty       0x1248
#define WallShotDamageRatio    0x284C
//----------------- CharacterFX -------------------
#define o_IsDead               0x20C
#define o_SpawnShield          0x21C
#define o_CurrentWeapon        0x4987C
#define o_FXPitch              0xB0
#define o_FXYaw                0xB4
//---------------- PlayerClient -------------------
#define GameType               0x91C
#define PCLTObject             0x4C8
#define FlyOffset              0xA28
#define FlyOffsetZM            0x930
#define NoSpread               0x5D4
#define NoSpreadZM             0x4E4
#define NoRecoil               0x5F4
#define NoRecoilZM             0x504
#define CurrentWeaponOffset    0x13A0
#define InfiniteAmmo           0x2BC
#define Pitch                  0x4D4
#define Yaw                    0x4D8
#define SuperJump              0x62C
#define SuperJumpZM            0x540
//-------------------------------------------------
#1 · 8y ago
CA
CaiozinhoFC1
Code:
#define CLTPlayerClientOffset  0x78
eles atualizaram essa offset? isso explica tudo kkkkk
#2 · 8y ago
VA
vaisefud3
Quote Originally Posted by CaiozinhoFC1 View Post
Code:
#define CLTPlayerClientOffset  0x78
eles atualizaram essa offset? isso explica tudo kkkkk
Pois é, fiquei até assustado quando vi isso, achei que o pattern tinha desatualizado.
#3 · 8y ago
JA
jayjay153
Quote Originally Posted by vaisefud3 View Post
Qualquer coisa errada ou faltando me avisem

Code:
// ------------ CROSSFIRE LOG STARTED -------------
#define pDevice                0x118B6F0
#define EndScene               0x6DE640
#define nEndScene              0x5E09A0
#define WallArray              0x119EE38
#define aIntersectSegment      0x675650
// ----------------- DC Bypass -------------------- (Removido)
#define cf_check1              0x000000
#define cf_check2              0x000000
#define cf_check3              0x000000
#define cf_check4              0x000000
#define cf_check5              0x000000
#define cf_check6              0x000000
#define cf_DC_JMP              0x000000
#define cf_RETN1               0x000000
#define cf_RETN2               0x000000
#define cf_RETN3               0x000000
#define cshell_RETN1           0x000000
#define cshell_JMP1            0x000000
#define cshell_JMP2            0x000000
#define cshell_JMP3            0x000000
#define cshell_JMP4            0x000000
#define cf_SendErrorReport1    0x000000
#define cf_SendErrorReport2    0x000000
// ------------- ADDRESS LOG STARTED --------------
#define WallMgr                0x17D5AE8
#define WeponMgr               0x17D5B00
#define aLTClientShell         0x1191B54
#define aLTModel               0x118F004
#define aCLTPlayerClient       0x11BCB48
#define ILTClient              0x1191B48
#define MiscMgr                0x17D5AE0
#define ModelNode              0x17D5A2C
#define DrawTextEngine1        0x687EE0
#define DrawTextEngine2        0x17E3288
#define GameStatus             0xA50B1
#define Bypass28_3             0x70E5F5
#define Bypass31_0             0x70FE4F
#define BasicPlayerInfo        0x163A920
#define VisibleZoneIndex       0xD9E03C
#define DamagePerSec           0xD9E0E4
#define DamageZone             0xD9E0F4
#define Eatman                 0xD9E080
#define EatmanName             0xD9E074
#define VersionCode            0xD9E10C
#define ZoneMan                0xD9E088
#define ZoneName               0xD9E050
#define ZoneManName            0xD9E05C
#define Floor                  0xD9E0A4
#define FloorNameMsgIndex      0xD9E090
#define PointIndex             0xD9E0B4
#define EditPoly               0xD9E0C0
#define PolyList               0xD9E0CC
#define PointList              0xD9E0D8
#define MaxDepth               0xD9E100
#define killzone               0xFDBCF4
#define killzonebox            0xFDBD00
#define killzoneAdd            0xFDBD0C
#define killzoneDel            0xFDBD18
#define AntiChatAddress        0x17E2E54
// ---------------- OFFSETS LOG -------------------
#define CLTPlayerClientOffset  0x78
#define o_PlayerStart          0x1E8
#define o_PlayerSize           0xD78
#define o_Me                   0x1F4
#define o_PTC                  0x21C
#define TextureType            0x594
#define ShootThroughWalls1     0x568
#define ShootThroughWalls2     0x56C
#define ShootThroughWalls3     0x570
#define AmmoDamage             0xEB4
#define ReloadAnimRatio        0x13B0
#define Range                  0xEA4
#define GrenadeBelowTime       0x37E0
#define DmgRatioPerNode        0x124C
#define ChangeWeaponAnimRatio  0x13B4
#define KnifeNormalAniRate     0x10E4
#define KnifeNormalAniRate2    0x1144
#define KnifeNormalAngle       0x10D4
#define KnifeNormalAngle2      0x1134
#define MoveSpeedPenalty       0x1248
#define WallShotDamageRatio    0x284C
//----------------- CharacterFX -------------------
#define o_IsDead               0x20C
#define o_SpawnShield          0x21C
#define o_CurrentWeapon        0x4987C
#define o_FXPitch              0xB0
#define o_FXYaw                0xB4
//---------------- PlayerClient -------------------
#define GameType               0x91C
#define PCLTObject             0x4C8
#define FlyOffset              0xA28
#define FlyOffsetZM            0x930
#define NoSpread               0x5D4
#define NoSpreadZM             0x4E4
#define NoRecoil               0x5F4
#define NoRecoilZM             0x504
#define CurrentWeaponOffset    0x13A0
#define InfiniteAmmo           0x2BC
#define Pitch                  0x4D4
#define Yaw                    0x4D8
#define SuperJump              0x62C
#define SuperJumpZM            0x540
//-------------------------------------------------
how to use this without class ?

#define o_IsDead 0x20C
#define o_SpawnShield 0x21C
#4 · 8y ago
VA
vaisefud3
Quote Originally Posted by jayjay153 View Post
how to use this without class ?

#define o_IsDead 0x20C
#define o_SpawnShield 0x21C
Vou falar em português pq nós estamos na parte brasileira.
Isso tá dentro da classe CharacterFX que está dentro da classe CPlayer.
Nunca tentei usar sem classe.
#5 · 8y ago
CA
CaiozinhoFC1
Quote Originally Posted by jayjay153 View Post
how to use this without class ?

#define o_IsDead 0x20C
#define o_SpawnShield 0x21C
Code:
class cCharacterFX
{
public:
	char pad_isDead [ 508 ];
	BYTE player_IsDead;
	char pad_Respawn [ 15 ];
	BYTE player_Respawn;
        char pad_IsMutant [ 4524 ];
	BYTE player_IsMutant;
	char pad_CurrentWeapon [ 39036 ];
	WORD player_CurrentWeapon;
};//update by network CFBR 16/07/2018
#6 · edited 8y ago · 8y ago
VA
vaisefud3
Quote Originally Posted by CaiozinhoFC1 View Post
Code:
class cCharacterFX
{
public:
	char pad_isDead [ 508 ];
	BYTE player_IsDead;
	char pad_Respawn [ 15 ];
	BYTE player_Respawn;
        char pad_IsMutant [ 4524 ];
	BYTE player_IsMutant;
	char pad_CurrentWeapon [ 39036 ];
	WORD player_CurrentWeapon;
};//update by network CFBR 16/07/2018
Ce é foda, agora vou ter verificação mutante.
#7 · 8y ago
5P
5ph1nx
Code:
class CCharacterFX
{
public:
	BYTE& IsMutant() const
	{
		static int _Offset = 0x13B9;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	BYTE& IsDead() const
	{
		static int _Offset = 0x1FC;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	BYTE& SpawnShield() const
	{
		static int _Offset = 0x20C;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	WORD& CurrentWeapon() const
	{
		static int _Offset = 0x987C;   
        return *( WORD* )((uintptr_t)this + _Offset);      
	}

	float& Pitch() const
	{
		static int _Offset = 0xB0;   
        return *( float* )((uintptr_t)this + _Offset);      
	}

	float& Yaw() const
	{
		static int _Offset = 0xB4;   
        return *( float* )((uintptr_t)this + _Offset);      
	}
}; //Size:
Please, usem dessa forma, assim é só atualizar o offset toda vez que o jogo atualizar.

PLUS:

Os valores podem ser lidos assim como alterados dessa forma.

Code:
EX:
pPlayer->CharacterFX->Pitch() = 0.0f;
auto val = pPlayer->CharacterFX->Pitch();
#8 · 8y ago
JA
jayjay153
Quote Originally Posted by 5ph1nx View Post
Code:
class CCharacterFX
{
public:
	BYTE& IsMutant() const
	{
		static int _Offset = 0x13B9;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	BYTE& IsDead() const
	{
		static int _Offset = 0x1FC;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	BYTE& SpawnShield() const
	{
		static int _Offset = 0x20C;   
        return *( BYTE* )((uintptr_t)this + _Offset);      
	}

	WORD& CurrentWeapon() const
	{
		static int _Offset = 0x987C;   
        return *( WORD* )((uintptr_t)this + _Offset);      
	}

	float& Pitch() const
	{
		static int _Offset = 0xB0;   
        return *( float* )((uintptr_t)this + _Offset);      
	}

	float& Yaw() const
	{
		static int _Offset = 0xB4;   
        return *( float* )((uintptr_t)this + _Offset);      
	}
}; //Size:
Please, usem dessa forma, assim é só atualizar o offset toda vez que o jogo atualizar.

PLUS:

Os valores podem ser lidos assim como alterados dessa forma.

Code:
EX:
pPlayer->CharacterFX->Pitch() = 0.0f;
auto val = pPlayer->CharacterFX->Pitch();
Is this really working you can also modify it ?
#9 · 8y ago
VA
vaisefud3
Esses offsets aí tão certos? Meus patterns devem estar errados então...
#10 · 8y ago
dreek1
dreek1
Quote Originally Posted by vaisefud3 View Post
Esses offsets aí tão certos? Meus patterns devem estar errados então...
Isso é só um exemplo, Elisson
#11 · 8y ago
.L
.L33T.
Essa CharacterFX esta errada hein ..., se quiserem realmente ajudar que postem coisas corretas, e não pedaços de códigos só para mostrarem que tem alguma porcaria, porque o que vocês estão fazendo é um desserviço para a comunidade em geral.
#12 · edited 8y ago · 8y ago
5P
5ph1nx
Quote Originally Posted by .L33T. View Post
Essa CharacterFX esta errada hein ..., se quiserem realmente ajudar que postem coisas corretas, e não pedaços de códigos só para mostrarem que tem alguma porcaria, porque o que vocês estão fazendo é um desserviço para a comunidade em geral.
Ta me parecendo que voce queria tudo na mãozinha, mas já que isso não lhe foi dado tu ficou puto.
#13 · 8y ago
.L
.L33T.
Quote Originally Posted by 5ph1nx View Post
Ta me parecendo que voce queria tudo na mãozinha, mas já que isso não lhe foi dado tu ficou puto.
Parece que você não tem raciocínio lógico não é mesmo ?, se eu disse que a CharacterFX esta incorreta, obviamente eu possuo a correta para poder dizer com propriedade.
#14 · 8y ago
VA
vaisefud3
Não entendi essa briga de vocês. Eu fiz um simples pedido no post: "Qualquer coisa errada ou faltando me avisem". A minha do respawn parece não estar funcionando. Está correta?
#15 · 8y ago
Posts 1–15 of 27 · Page 1 of 2

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