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Home › Forum › MultiPlayer Game Hacks & Cheats › CrossFire Hacks & Cheats › CrossFire Hack Coding / Programming / Source Code › ph server norecoil

ph server norecoil

Posts 1–8 of 8 · Page 1 of 1
MR
mrleepark
ph server norecoil
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Define"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

define(pointerrcx,[cshell_x64.dll+33110b0])
registerSymbol(pointerrcx)
define(pointerrdx,[[cshell_x64.dll+3387FC0]+1078])
registerSymbol(pointerrdx)

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>2</ID>
      <Description>"RDX"</Description>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>pointerrdx</Address>
    </CheatEntry>
    <CheatEntry>
      <ID>3</ID>
      <Description>"RCX"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>8 Bytes</VariableType>
      <Address>pointerrcx</Address>
    </CheatEntry>
    <CheatEntry>
      <ID>4</ID>
      <Description>"X"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Array of byte</VariableType>
      <ByteLength>16</ByteLength>
      <Address>pointerrcx+pointerrdx*8</Address>
      <Offsets>
        <Offset>A0C</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>5</ID>
      <Description>"Y"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Array of byte</VariableType>
      <ByteLength>16</ByteLength>
      <Address>pointerrcx+pointerrdx*8</Address>
      <Offsets>
        <Offset>9D0</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

just patch X,Y to 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

i need bone esp

Someone know PlayerPointer?

Or does anyone know of wallhacks that can be used without call?
#1 · edited 10mo ago · 10mo ago
MemoryThePast
MemoryThePast
CFPH Address Logs August 19 2025
Code:
// ===============================================//
// --------> [ Crossfire Logs Started ] <-------- //
// ===============================================//

// Crossfire Base Address: 0x140000000
// CShell Base Address: 0x7FF8D1190000

// [ CPlayerClntBase ]
uint64_t m_PlayerClientOffset = 0x500;
uint64_t m_LTViewAnglePitch = 0x1E8C;
uint64_t m_LTViewAngleYaw = 0x1E90;
uint64_t m_GetWeaponInfo = 0x1388;
uint64_t m_ModelDimension = 0x1E9C;
uint64_t m_ShootTime = 0x1138;
uint64_t m_WeaponState = 0x1014;
uint64_t m_iWeaponState = 0x1E3C;
uint64_t m_WeaponClipAmmo = 0x3E4;
uint64_t m_WeaponMagazineAmmo = 0x3E8;
uint64_t m_WeaponBulletStock = 0x3EC;
uint64_t m_ClassifyShooting = 0x13D0;
uint64_t m_SendAmmoReload = 0x260;
uint64_t m_SendAmmoReloadCancel = 0xF68;
uint64_t m_GetCurWeaponSelect = 0x100;
uint64_t m_oResultCircleRealSize = 0x???;
uint64_t m_oCircleRealSize = 0x648;
uint64_t m_oCircleShotSize = 0x???;
uint64_t m_oAccuracyRate = 0x???;
uint64_t m_oAccuracyTimeWait = 0x???;
uint64_t m_fTimePassedSinceLastVelAndRotSent = 0x???;
uint64_t m_fTimePassedSinceLastGunDirRotSent = 0x???;
uint64_t m_ClientFireOffset = 0x1188;

// [ CLTClientShell ]
uint64_t m_LTClientShell = 0x31064B0;
uint64_t m_LTClientShellTub = 0x3387AC0;
uint64_t m_GetPlayerIndexFunc = 0x1980270;
uint64_t m_CameraMode = 0xB4;
uint64_t m_GetCameraBase = 0x5AA0;
uint64_t m_GetCamera = 0x148;
uint64_t m_GetMaxPlayer = 0x2C2B8;
uint64_t m_IsRoundStart = 0x4ED;
uint64_t m_bIsAllowedToMove = 0x4F4;

// [ CharacterFx ]
uint64_t m_IsCurrentWeaponId = 0x17C28;
uint64_t m_CWeaponFx = 0x17BEC;
uint64_t m_IsMutant = 0x5358;
uint64_t m_IsMutantObject = 0x17C35;
uint64_t m_IsDead = 0x620;
uint64_t m_IsImmune = 0x470;
uint64_t m_IsAlive = 0x698;

// [ CPlayer Entity ]
uint64_t m_CPlayerObjectFn = 0x197CA10;
uint64_t m_CPlayerCharacterFxFn = 0x1980430;
uint64_t m_CPlayerIndex = 0x20;
uint64_t m_CPlayerTeam = 0x11;
uint64_t m_CPlayerName = 0x12;
uint64_t m_CPlayerC4 = 0x28;
uint64_t m_CPlayerHealth = 0x44;

// [ RoomInfoMgr ]
uint64_t m_RoomInfoMgr = 0x33BEC58;
uint64_t m_GetRoomId = 0x134;

// [ LTC ]
uint64_t m_ModelNodeFunc = 0x1D57F0;
uint64_t m_WeaponFunc = 0x1E2120;

// [ Bypass ]
uint64_t m_UpdateCRC = 0x???????;
uint64_t m_Bypass20_2 = 0xEE5FEF;
uint64_t m_Bypass28_3 = 0xD9A9F1;
uint64_t m_BypassWeaponDC = 0xDE7158;
uint64_t m_RecvCodehunter = 0x????????;
uint64_t m_SetFnInfoCodehunter = 0x???????;
uint64_t m_ChangePopupCodehunter = 0x???????;
uint64_t m_CheckInfoCodehunter = 0x???????;

// [ GameProto ]
uint64_t m_CSClientFireFunc = 0xF128E0;
uint64_t m_CSVelAndRotFunc = 0xF12020;
uint64_t m_CSAnimFunc = 0xE91EF0;

// [ ModelInstance ]
uint64_t m_ClientObject = 0xFA8;
uint64_t m_ServerObject = 0xFB0;
uint64_t m_GetObjectPos = 0x2BC;
uint64_t m_GetObjectRot = 0x188;
uint64_t m_GetObjectVel = 0x2C8;
uint64_t m_BoneArray = 0x2968;

// [ GenDrawPrim ]
uint64_t m_DrawTextEngineVT = 0xDFF210;

// [ CZoneMgr ]
uint64_t m_CZoneManMgr = 0x33BF708;
uint64_t m_NoBugDamage = 0x2FC;

// [ CObjectFx ]
uint64_t m_CObjectFx = 0x3385858;
uint64_t m_GrenadeType = 0xCC;
uint64_t m_ObjectFxType = 0xC;

// [ Others ]
uint64_t m_ILTClientDefault = 0x141175310;
uint64_t m_LTModel = 0x31064D8;
uint64_t m_TestValuesMgr = 0x3105758;
uint64_t m_BasicPlayerInfoMgr = 0x3103C48;
uint64_t m_ModelNodeMgr = 0x31050D8;
uint64_t m_PlayerViewMgr = 0x400;
uint64_t m_PacketSeqIndex = 0x31079CB;
uint64_t m_IntersectSegmentFunc = 0x1400564A0;
uint64_t m_BunnyHop = 0x33C8F6C;
uint64_t m_GetFrameTime = 0x????????;
uint64_t m_RemoveFx = 0x???????;
uint64_t m_EnlargeAndSetDims = 0x15D7FA0;

// ===============================================//
// ---------> [ Crossfire Logs End ] <----------- //
// ===============================================//
#2 · 10mo ago
MR
mrleepark
thx sir
Quote Originally Posted by MemoryThePast View Post
Code:
// ===============================================//
// --------> [ Crossfire Logs Started ] <-------- //
// ===============================================//

// Crossfire Base Address: 0x140000000
// CShell Base Address: 0x7FF8D1190000

// [ CPlayerClntBase ]
uint64_t m_PlayerClientOffset = 0x500;
uint64_t m_LTViewAnglePitch = 0x1E8C;
uint64_t m_LTViewAngleYaw = 0x1E90;
uint64_t m_GetWeaponInfo = 0x1388;
uint64_t m_ModelDimension = 0x1E9C;
uint64_t m_ShootTime = 0x1138;
uint64_t m_WeaponState = 0x1014;
uint64_t m_iWeaponState = 0x1E3C;
uint64_t m_WeaponClipAmmo = 0x3E4;
uint64_t m_WeaponMagazineAmmo = 0x3E8;
uint64_t m_WeaponBulletStock = 0x3EC;
uint64_t m_ClassifyShooting = 0x13D0;
uint64_t m_SendAmmoReload = 0x260;
uint64_t m_SendAmmoReloadCancel = 0xF68;
uint64_t m_GetCurWeaponSelect = 0x100;
uint64_t m_oResultCircleRealSize = 0x???;
uint64_t m_oCircleRealSize = 0x648;
uint64_t m_oCircleShotSize = 0x???;
uint64_t m_oAccuracyRate = 0x???;
uint64_t m_oAccuracyTimeWait = 0x???;
uint64_t m_fTimePassedSinceLastVelAndRotSent = 0x???;
uint64_t m_fTimePassedSinceLastGunDirRotSent = 0x???;
uint64_t m_ClientFireOffset = 0x1188;

// [ CLTClientShell ]
uint64_t m_LTClientShell = 0x31064B0;
uint64_t m_LTClientShellTub = 0x3387AC0;
uint64_t m_GetPlayerIndexFunc = 0x1980270;
uint64_t m_CameraMode = 0xB4;
uint64_t m_GetCameraBase = 0x5AA0;
uint64_t m_GetCamera = 0x148;
uint64_t m_GetMaxPlayer = 0x2C2B8;
uint64_t m_IsRoundStart = 0x4ED;
uint64_t m_bIsAllowedToMove = 0x4F4;

// [ CharacterFx ]
uint64_t m_IsCurrentWeaponId = 0x17C28;
uint64_t m_CWeaponFx = 0x17BEC;
uint64_t m_IsMutant = 0x5358;
uint64_t m_IsMutantObject = 0x17C35;
uint64_t m_IsDead = 0x620;
uint64_t m_IsImmune = 0x470;
uint64_t m_IsAlive = 0x698;

// [ CPlayer Entity ]
uint64_t m_CPlayerObjectFn = 0x197CA10;
uint64_t m_CPlayerCharacterFxFn = 0x1980430;
uint64_t m_CPlayerIndex = 0x20;
uint64_t m_CPlayerTeam = 0x11;
uint64_t m_CPlayerName = 0x12;
uint64_t m_CPlayerC4 = 0x28;
uint64_t m_CPlayerHealth = 0x44;

// [ RoomInfoMgr ]
uint64_t m_RoomInfoMgr = 0x33BEC58;
uint64_t m_GetRoomId = 0x134;

// [ LTC ]
uint64_t m_ModelNodeFunc = 0x1D57F0;
uint64_t m_WeaponFunc = 0x1E2120;

// [ Bypass ]
uint64_t m_UpdateCRC = 0x???????;
uint64_t m_Bypass20_2 = 0xEE5FEF;
uint64_t m_Bypass28_3 = 0xD9A9F1;
uint64_t m_BypassWeaponDC = 0xDE7158;
uint64_t m_RecvCodehunter = 0x????????;
uint64_t m_SetFnInfoCodehunter = 0x???????;
uint64_t m_ChangePopupCodehunter = 0x???????;
uint64_t m_CheckInfoCodehunter = 0x???????;

// [ GameProto ]
uint64_t m_CSClientFireFunc = 0xF128E0;
uint64_t m_CSVelAndRotFunc = 0xF12020;
uint64_t m_CSAnimFunc = 0xE91EF0;

// [ ModelInstance ]
uint64_t m_ClientObject = 0xFA8;
uint64_t m_ServerObject = 0xFB0;
uint64_t m_GetObjectPos = 0x2BC;
uint64_t m_GetObjectRot = 0x188;
uint64_t m_GetObjectVel = 0x2C8;
uint64_t m_BoneArray = 0x2968;

// [ GenDrawPrim ]
uint64_t m_DrawTextEngineVT = 0xDFF210;

// [ CZoneMgr ]
uint64_t m_CZoneManMgr = 0x33BF708;
uint64_t m_NoBugDamage = 0x2FC;

// [ CObjectFx ]
uint64_t m_CObjectFx = 0x3385858;
uint64_t m_GrenadeType = 0xCC;
uint64_t m_ObjectFxType = 0xC;

// [ Others ]
uint64_t m_ILTClientDefault = 0x141175310;
uint64_t m_LTModel = 0x31064D8;
uint64_t m_TestValuesMgr = 0x3105758;
uint64_t m_BasicPlayerInfoMgr = 0x3103C48;
uint64_t m_ModelNodeMgr = 0x31050D8;
uint64_t m_PlayerViewMgr = 0x400;
uint64_t m_PacketSeqIndex = 0x31079CB;
uint64_t m_IntersectSegmentFunc = 0x1400564A0;
uint64_t m_BunnyHop = 0x33C8F6C;
uint64_t m_GetFrameTime = 0x????????;
uint64_t m_RemoveFx = 0x???????;
uint64_t m_EnlargeAndSetDims = 0x15D7FA0;

// ===============================================//
// ---------> [ Crossfire Logs End ] <----------- //
// ===============================================//

Sir u know this ?

DEFINE_MEMBER_0(obj*, hObject);
DEFINE_MEMBER_N(0x0008, int8_t, ClientID);
DEFINE_MEMBER_N(0x0011, int8_t, Team);
DEFINE_MEMBER_N(0x0012, char, Name[14]);
DEFINE_MEMBER_N(0x0018, pCharacterFx*, characFX);
DEFINE_MEMBER_N(0x0020, int32_t, ScoreBoard);
DEFINE_MEMBER_N(0x0024, int32_t, BOTorNOT);
DEFINE_MEMBER_N(0x0028, int32_t, C4);
DEFINE_MEMBER_N(0x002C, int32_t, Host);
DEFINE_MEMBER_N(0x0030, int64_t, Rank);
DEFINE_MEMBER_N(0x0038, int64_t, IDNumber);
DEFINE_MEMBER_N(0x0040, int32_t, Spectator);
DEFINE_MEMBER_N(0x0044, int32_t, Health);
DEFINE_MEMBER_N(0x0048, int8_t, Kills);
DEFINE_MEMBER_N(0x0049, int8_t, Deaths);
DEFINE_MEMBER_N(0x004C, int8_t, ModelType);
DEFINE_MEMBER_N(0x004D, char, pad_004D[3219]);
DEFINE_MEMBER_N(0x0CE0, int16_t, ACE);
DEFINE_MEMBER_N(0x0CE2, char, pad_0CE2[86]);
DEFINE_MEMBER_N(0x0D38, char, padding[0x90]);


and

class LTClientShell
{
public:
union
{

DEFINE_MEMBER_N(0x0040, pCamera*, CCamera);
DEFINE_MEMBER_N(0x0088, void*, CWorldPropsClnt);
DEFINE_MEMBER_N(0x0090, pPlayerClntBase*, CPlayerClntBase);
DEFINE_MEMBER_N(0x0098, int32_t, ingame);
DEFINE_MEMBER_N(0x00B0, void*, CLTClient);
DEFINE_MEMBER_N(0x0110, void*, CameraInstance);
DEFINE_MEMBER_N(0x02B0, void*, CGameUI);
DEFINE_MEMBER_N(0x02A0, char, NickName[16]);
DEFINE_MEMBER_N(0x02DC, int32_t, Health);
DEFINE_MEMBER_N(0x02E0, void*, EntityStart);
};
#3 · edited 10mo ago · 10mo ago
MR
mrleepark
:)
Quote Originally Posted by MemoryThePast View Post
Code:
// ===============================================//
// --------> [ Crossfire Logs Started ] <-------- //
// ===============================================//

// Crossfire Base Address: 0x140000000
// CShell Base Address: 0x7FF8D1190000

// [ CPlayerClntBase ]
uint64_t m_PlayerClientOffset = 0x500;
uint64_t m_LTViewAnglePitch = 0x1E8C;
uint64_t m_LTViewAngleYaw = 0x1E90;
uint64_t m_GetWeaponInfo = 0x1388;
uint64_t m_ModelDimension = 0x1E9C;
uint64_t m_ShootTime = 0x1138;
uint64_t m_WeaponState = 0x1014;
uint64_t m_iWeaponState = 0x1E3C;
uint64_t m_WeaponClipAmmo = 0x3E4;
uint64_t m_WeaponMagazineAmmo = 0x3E8;
uint64_t m_WeaponBulletStock = 0x3EC;
uint64_t m_ClassifyShooting = 0x13D0;
uint64_t m_SendAmmoReload = 0x260;
uint64_t m_SendAmmoReloadCancel = 0xF68;
uint64_t m_GetCurWeaponSelect = 0x100;
uint64_t m_oResultCircleRealSize = 0x???;
uint64_t m_oCircleRealSize = 0x648;
uint64_t m_oCircleShotSize = 0x???;
uint64_t m_oAccuracyRate = 0x???;
uint64_t m_oAccuracyTimeWait = 0x???;
uint64_t m_fTimePassedSinceLastVelAndRotSent = 0x???;
uint64_t m_fTimePassedSinceLastGunDirRotSent = 0x???;
uint64_t m_ClientFireOffset = 0x1188;

// [ CLTClientShell ]
uint64_t m_LTClientShell = 0x31064B0;
uint64_t m_LTClientShellTub = 0x3387AC0;
uint64_t m_GetPlayerIndexFunc = 0x1980270;
uint64_t m_CameraMode = 0xB4;
uint64_t m_GetCameraBase = 0x5AA0;
uint64_t m_GetCamera = 0x148;
uint64_t m_GetMaxPlayer = 0x2C2B8;
uint64_t m_IsRoundStart = 0x4ED;
uint64_t m_bIsAllowedToMove = 0x4F4;

// [ CharacterFx ]
uint64_t m_IsCurrentWeaponId = 0x17C28;
uint64_t m_CWeaponFx = 0x17BEC;
uint64_t m_IsMutant = 0x5358;
uint64_t m_IsMutantObject = 0x17C35;
uint64_t m_IsDead = 0x620;
uint64_t m_IsImmune = 0x470;
uint64_t m_IsAlive = 0x698;

// [ CPlayer Entity ]
uint64_t m_CPlayerObjectFn = 0x197CA10;
uint64_t m_CPlayerCharacterFxFn = 0x1980430;
uint64_t m_CPlayerIndex = 0x20;
uint64_t m_CPlayerTeam = 0x11;
uint64_t m_CPlayerName = 0x12;
uint64_t m_CPlayerC4 = 0x28;
uint64_t m_CPlayerHealth = 0x44;

// [ RoomInfoMgr ]
uint64_t m_RoomInfoMgr = 0x33BEC58;
uint64_t m_GetRoomId = 0x134;

// [ LTC ]
uint64_t m_ModelNodeFunc = 0x1D57F0;
uint64_t m_WeaponFunc = 0x1E2120;

// [ Bypass ]
uint64_t m_UpdateCRC = 0x???????;
uint64_t m_Bypass20_2 = 0xEE5FEF;
uint64_t m_Bypass28_3 = 0xD9A9F1;
uint64_t m_BypassWeaponDC = 0xDE7158;
uint64_t m_RecvCodehunter = 0x????????;
uint64_t m_SetFnInfoCodehunter = 0x???????;
uint64_t m_ChangePopupCodehunter = 0x???????;
uint64_t m_CheckInfoCodehunter = 0x???????;

// [ GameProto ]
uint64_t m_CSClientFireFunc = 0xF128E0;
uint64_t m_CSVelAndRotFunc = 0xF12020;
uint64_t m_CSAnimFunc = 0xE91EF0;

// [ ModelInstance ]
uint64_t m_ClientObject = 0xFA8;
uint64_t m_ServerObject = 0xFB0;
uint64_t m_GetObjectPos = 0x2BC;
uint64_t m_GetObjectRot = 0x188;
uint64_t m_GetObjectVel = 0x2C8;
uint64_t m_BoneArray = 0x2968;

// [ GenDrawPrim ]
uint64_t m_DrawTextEngineVT = 0xDFF210;

// [ CZoneMgr ]
uint64_t m_CZoneManMgr = 0x33BF708;
uint64_t m_NoBugDamage = 0x2FC;

// [ CObjectFx ]
uint64_t m_CObjectFx = 0x3385858;
uint64_t m_GrenadeType = 0xCC;
uint64_t m_ObjectFxType = 0xC;

// [ Others ]
uint64_t m_ILTClientDefault = 0x141175310;
uint64_t m_LTModel = 0x31064D8;
uint64_t m_TestValuesMgr = 0x3105758;
uint64_t m_BasicPlayerInfoMgr = 0x3103C48;
uint64_t m_ModelNodeMgr = 0x31050D8;
uint64_t m_PlayerViewMgr = 0x400;
uint64_t m_PacketSeqIndex = 0x31079CB;
uint64_t m_IntersectSegmentFunc = 0x1400564A0;
uint64_t m_BunnyHop = 0x33C8F6C;
uint64_t m_GetFrameTime = 0x????????;
uint64_t m_RemoveFx = 0x???????;
uint64_t m_EnlargeAndSetDims = 0x15D7FA0;

// ===============================================//
// ---------> [ Crossfire Logs End ] <----------- //
// ===============================================//

i saw Many encryption

Do you know how to use undetected Wallhack or glow?
#4 · 10mo ago
MemoryThePast
MemoryThePast
if you play PH server that's all the updated address and it's not encrypted. the object and characters are function now. the rest is yours. please use code tag

- - - Updated - - -

Quote Originally Posted by mrleepark View Post
Sir u know this ?

DEFINE_MEMBER_0(obj*, hObject);
DEFINE_MEMBER_N(0x0008, int8_t, ClientID);
DEFINE_MEMBER_N(0x0011, int8_t, Team);
DEFINE_MEMBER_N(0x0012, char, Name[14]);
DEFINE_MEMBER_N(0x0018, pCharacterFx*, characFX);
DEFINE_MEMBER_N(0x0020, int32_t, ScoreBoard);
DEFINE_MEMBER_N(0x0024, int32_t, BOTorNOT);
DEFINE_MEMBER_N(0x0028, int32_t, C4);
DEFINE_MEMBER_N(0x002C, int32_t, Host);
DEFINE_MEMBER_N(0x0030, int64_t, Rank);
DEFINE_MEMBER_N(0x0038, int64_t, IDNumber);
DEFINE_MEMBER_N(0x0040, int32_t, Spectator);
DEFINE_MEMBER_N(0x0044, int32_t, Health);
DEFINE_MEMBER_N(0x0048, int8_t, Kills);
DEFINE_MEMBER_N(0x0049, int8_t, Deaths);
DEFINE_MEMBER_N(0x004C, int8_t, ModelType);
DEFINE_MEMBER_N(0x004D, char, pad_004D[3219]);
DEFINE_MEMBER_N(0x0CE0, int16_t, ACE);
DEFINE_MEMBER_N(0x0CE2, char, pad_0CE2[86]);
DEFINE_MEMBER_N(0x0D38, char, padding[0x90]);


and

class LTClientShell
{
public:
union
{

DEFINE_MEMBER_N(0x0040, pCamera*, CCamera);
DEFINE_MEMBER_N(0x0088, void*, CWorldPropsClnt);
DEFINE_MEMBER_N(0x0090, pPlayerClntBase*, CPlayerClntBase);
DEFINE_MEMBER_N(0x0098, int32_t, ingame);
DEFINE_MEMBER_N(0x00B0, void*, CLTClient);
DEFINE_MEMBER_N(0x0110, void*, CameraInstance);
DEFINE_MEMBER_N(0x02B0, void*, CGameUI);
DEFINE_MEMBER_N(0x02A0, char, NickName[16]);
DEFINE_MEMBER_N(0x02DC, int32_t, Health);
DEFINE_MEMBER_N(0x02E0, void*, EntityStart);
};
if you play PH server that's all the updated address and it's not encrypted. the object and characters are function now. the rest is yours. please use code tag
#5 · edited 10mo ago · 10mo ago
MR
mrleepark
:)
Quote Originally Posted by MemoryThePast View Post
if you play PH server that's all the updated address and it's not encrypted. the object and characters are function now. the rest is yours. please use code tag

- - - Updated - - -



if you play PH server that's all the updated address and it's not encrypted. the object and characters are function now. the rest is yours. please use code tag
then how to find Enemy Pos?
#6 · 10mo ago
AK
akinam
hello
Quote Originally Posted by MemoryThePast View Post
Code:
// ===============================================//
// --------> [ Crossfire Logs Started ] <-------- //
// ===============================================//

// Crossfire Base Address: 0x140000000
// CShell Base Address: 0x7FF8D1190000

// [ CPlayerClntBase ]
uint64_t m_PlayerClientOffset = 0x500;
uint64_t m_LTViewAnglePitch = 0x1E8C;
uint64_t m_LTViewAngleYaw = 0x1E90;
uint64_t m_GetWeaponInfo = 0x1388;
uint64_t m_ModelDimension = 0x1E9C;
uint64_t m_ShootTime = 0x1138;
uint64_t m_WeaponState = 0x1014;
uint64_t m_iWeaponState = 0x1E3C;
uint64_t m_WeaponClipAmmo = 0x3E4;
uint64_t m_WeaponMagazineAmmo = 0x3E8;
uint64_t m_WeaponBulletStock = 0x3EC;
uint64_t m_ClassifyShooting = 0x13D0;
uint64_t m_SendAmmoReload = 0x260;
uint64_t m_SendAmmoReloadCancel = 0xF68;
uint64_t m_GetCurWeaponSelect = 0x100;
uint64_t m_oResultCircleRealSize = 0x???;
uint64_t m_oCircleRealSize = 0x648;
uint64_t m_oCircleShotSize = 0x???;
uint64_t m_oAccuracyRate = 0x???;
uint64_t m_oAccuracyTimeWait = 0x???;
uint64_t m_fTimePassedSinceLastVelAndRotSent = 0x???;
uint64_t m_fTimePassedSinceLastGunDirRotSent = 0x???;
uint64_t m_ClientFireOffset = 0x1188;

// [ CLTClientShell ]
uint64_t m_LTClientShell = 0x31064B0;
uint64_t m_LTClientShellTub = 0x3387AC0;
uint64_t m_GetPlayerIndexFunc = 0x1980270;
uint64_t m_CameraMode = 0xB4;
uint64_t m_GetCameraBase = 0x5AA0;
uint64_t m_GetCamera = 0x148;
uint64_t m_GetMaxPlayer = 0x2C2B8;
uint64_t m_IsRoundStart = 0x4ED;
uint64_t m_bIsAllowedToMove = 0x4F4;

// [ CharacterFx ]
uint64_t m_IsCurrentWeaponId = 0x17C28;
uint64_t m_CWeaponFx = 0x17BEC;
uint64_t m_IsMutant = 0x5358;
uint64_t m_IsMutantObject = 0x17C35;
uint64_t m_IsDead = 0x620;
uint64_t m_IsImmune = 0x470;
uint64_t m_IsAlive = 0x698;

// [ CPlayer Entity ]
uint64_t m_CPlayerObjectFn = 0x197CA10;
uint64_t m_CPlayerCharacterFxFn = 0x1980430;
uint64_t m_CPlayerIndex = 0x20;
uint64_t m_CPlayerTeam = 0x11;
uint64_t m_CPlayerName = 0x12;
uint64_t m_CPlayerC4 = 0x28;
uint64_t m_CPlayerHealth = 0x44;

// [ RoomInfoMgr ]
uint64_t m_RoomInfoMgr = 0x33BEC58;
uint64_t m_GetRoomId = 0x134;

// [ LTC ]
uint64_t m_ModelNodeFunc = 0x1D57F0;
uint64_t m_WeaponFunc = 0x1E2120;

// [ Bypass ]
uint64_t m_UpdateCRC = 0x???????;
uint64_t m_Bypass20_2 = 0xEE5FEF;
uint64_t m_Bypass28_3 = 0xD9A9F1;
uint64_t m_BypassWeaponDC = 0xDE7158;
uint64_t m_RecvCodehunter = 0x????????;
uint64_t m_SetFnInfoCodehunter = 0x???????;
uint64_t m_ChangePopupCodehunter = 0x???????;
uint64_t m_CheckInfoCodehunter = 0x???????;

// [ GameProto ]
uint64_t m_CSClientFireFunc = 0xF128E0;
uint64_t m_CSVelAndRotFunc = 0xF12020;
uint64_t m_CSAnimFunc = 0xE91EF0;

// [ ModelInstance ]
uint64_t m_ClientObject = 0xFA8;
uint64_t m_ServerObject = 0xFB0;
uint64_t m_GetObjectPos = 0x2BC;
uint64_t m_GetObjectRot = 0x188;
uint64_t m_GetObjectVel = 0x2C8;
uint64_t m_BoneArray = 0x2968;

// [ GenDrawPrim ]
uint64_t m_DrawTextEngineVT = 0xDFF210;

// [ CZoneMgr ]
uint64_t m_CZoneManMgr = 0x33BF708;
uint64_t m_NoBugDamage = 0x2FC;

// [ CObjectFx ]
uint64_t m_CObjectFx = 0x3385858;
uint64_t m_GrenadeType = 0xCC;
uint64_t m_ObjectFxType = 0xC;

// [ Others ]
uint64_t m_ILTClientDefault = 0x141175310;
uint64_t m_LTModel = 0x31064D8;
uint64_t m_TestValuesMgr = 0x3105758;
uint64_t m_BasicPlayerInfoMgr = 0x3103C48;
uint64_t m_ModelNodeMgr = 0x31050D8;
uint64_t m_PlayerViewMgr = 0x400;
uint64_t m_PacketSeqIndex = 0x31079CB;
uint64_t m_IntersectSegmentFunc = 0x1400564A0;
uint64_t m_BunnyHop = 0x33C8F6C;
uint64_t m_GetFrameTime = 0x????????;
uint64_t m_RemoveFx = 0x???????;
uint64_t m_EnlargeAndSetDims = 0x15D7FA0;

// ===============================================//
// ---------> [ Crossfire Logs End ] <----------- //
// ===============================================//
how did u get ur offsets using logging ? ur own code ?
#7 · 9mo ago
D4
d4ddychill
....
Quote Originally Posted by mrleepark View Post
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Define"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

define(pointerrcx,[cshell_x64.dll+33110b0])
registerSymbol(pointerrcx)
define(pointerrdx,[[cshell_x64.dll+3387FC0]+1078])
registerSymbol(pointerrdx)

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>2</ID>
      <Description>"RDX"</Description>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>pointerrdx</Address>
    </CheatEntry>
    <CheatEntry>
      <ID>3</ID>
      <Description>"RCX"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>8 Bytes</VariableType>
      <Address>pointerrcx</Address>
    </CheatEntry>
    <CheatEntry>
      <ID>4</ID>
      <Description>"X"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Array of byte</VariableType>
      <ByteLength>16</ByteLength>
      <Address>pointerrcx+pointerrdx*8</Address>
      <Offsets>
        <Offset>A0C</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>5</ID>
      <Description>"Y"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Array of byte</VariableType>
      <ByteLength>16</ByteLength>
      <Address>pointerrcx+pointerrdx*8</Address>
      <Offsets>
        <Offset>9D0</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

just patch X,Y to 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

i need bone esp

Someone know PlayerPointer?

Or does anyone know of wallhacks that can be used without call?
where should i put this? Cheat engine?
#8 · 8mo ago
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