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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Coding / Programming / Source Code › Sharing Is Caring { Share your Offsets & Structs }

Sharing Is Caring { Share your Offsets & Structs }

Posts 106–109 of 109 · Page 8 of 8
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KE
KE AimBRoT
Quote Originally Posted by __Xen0 View Post
I know JokerKing9903's friend, he's a professional. He writes a code cave to the process, hooks a function in the begin- endframe block to call his code cave. Then from his VB. NET script, as he calls it, he writes to a buffer allocated previously with VirtualAllocEx. The code cave accesses that block of memory and depending on the values draws the different features with different colors which can also be stored in the buffer. JokerKing9903 is better than you think, he has an astounding understanding of x86 assembly and byte code and thus can easily do that kind of stuff.

I am using that method for some functions too
Isn't it slow as fuck if you would do a ESP/Aimbot with it?
#106 · 10y ago
GE
gerherhtherherdhher
Quote Originally Posted by KE AimBRoT View Post
I am using that method for some functions too
Isn't it slow as fuck if you would do a ESP/Aimbot with it?
No that would be just as fast as a regular injected DLL. Actually I never implemented it, shouldn't be that hard to do! I prefer just making a dll!
#107 · 10y ago
KE
KE AimBRoT
Quote Originally Posted by __Xen0 View Post
No that would be just as fast as a regular injected DLL. Actually I never implemented it, shouldn't be that hard to do! I prefer just making a dll!
That would obviously be the best way
#108 · 10y ago
lindra
lindra
Credits to LINDRA if you use it (tag me on your post i will be happy ^^)
Updated offsets for 1.2.211 in 08/2018

Code:
     //DVAR
        int cg_DrawFriendlyNames = 0xAA6174;
        int cg_fov = 0xAAC278;
        int cg_fovScale = 0xAA6118;
        int cg_fovMin = 0x88CBD4;
        int xblive_privateMatch = 0x6428E88;
        int com_maxfps = 0x1B907B0;
        int r_fog = 0x695DB98;
        int r_detail = 0x695DA44;
        int r_detailMap = 0x695D8E0;
        int r_normal = 0x695DAC4;
        int r_specular = 0x695D8D8;
        int r_lightmap = 0x695DA48;
        int r_colormap = 0x695DAF0;
        int r_normalMap = 0x695DB54;
        int r_specularMap = 0x695DA2C;
        int r_drawSun = 0x695D960;
        int r_distortion = 0x695D910;
        int r_glowAllowed = 0x695D8DC;
        int r_glow = 0x695DA50;
        int r_FilmUseTweaks = 0x695D918;
        int r_FilmAltShader = 0x695DA84;
        int r_FilmUseTweakEnable = 0x695DA68;
        int r_FilmTweaksContrast = 0x695DA0C;
        int r_FilmTweaksBrightness = 0x695DB30;
        int r_FilmDesaturation = 0x695DA10;
        int r_FilmInvert = 0x695DA34;
        int fx_enable = 0x17B9010;
        int party_minplayer = 0x10FB650;
        //END DVAR

            //CE stuff
        int party_maxplayer = 0x664157C;
        int noclip = 0x1B17FB4;
        int First_Ammo = 0x1B15204;
        int Secondary_Ammo = 0x1B151EC;
        int First_Loader = 0x1B15184;
        int Secondary_Loader = 0x1B15174;
        int Lethal_Nade = 0x1B151F8;
        int Secondary_Nade = 0x1B15210;

        int Classe_Name = 0x1B8BBC0;

        int Classe_Size = 0x40;
        int Main_Size = 0x366C;
        int Dvar_Size = 0xC;

        int Map_name = 0x1BE1719;
        int GameMode_Name = 0x1BE10D4;


        int ingame_name = 0x1B180B4;

        int team = 0x1B18074;

        int local_host = 0x6FDB34;
#109 · edited 7y ago · 7y ago
Posts 106–109 of 109 · Page 8 of 8
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