[BO/MP] Offsets // latest version in the last post
#1
PHP Code:
ENTITY_SIZE 0x328 CLIENT_SIZE 0x5C8 CG_OFFSET 0x2AB98100 CLIENT_OFFSET 0x2ABF70E8 ENTITY_OFFSET 0x2AC840DC REFDEF_OFFSET 0x2ABDAFC0 VIEW_OFFSET 0xE40708

PHP Code:
Trace 0x53C630; DrawStretchPic 0x6EA690; RegisterFont 0x6E90B0; RegisterShader 0x6CDF40; DrawEngineText 0x6EABC0; SendConsoleCommand 0x44DE80; RegisterTag 0x6B1E70; GetTagPos 0x426CA0; GetWeaponOffset 0x4585D0;

PHP Code:
void __declspec(naked) nWallhack() { __asm pushad __asm cmp DWORD PTR [esp+0x20], 0x514C98 __asm je doWallhack __asm cmp DWORD PTR [esp+0x20], 0x7C8646 __asm je doWallhack __asm cmp DWORD PTR [esp+0x20], 0x7C89B6 __asm je doWallhack __asm jmp doJmp doWallhack: __asm mov [esp+0x30], 0x12 doJmp: __asm popad __asm jmp[pWallhack] } detour at 0x6D7240

refdefviewangles
PHP Code:
class CRefdef { public: Vec3 refdefViewAngles; //0000 char unknown0[332]; __int32 x; //0158 __int32 y; //015C __int32 width; //0160 __int32 height; //0164 float FovX; //0168 float FovY; //016C float TotalFov; //0170 Vec3 vOrigin; //0174 char unknown1[4]; Vec3 vAxis[3]; //0184 }; 0x2ABDAFC0 - 0x158 = 0x2ABDAE68


Credits:
cardoow UC
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#2
updated to new version

PHP Code:
// Functions CG_Trace: 0x438A60 CG_Console: 0x632210 CG_DrawString: 0x6EB610 CG_RegisterTag: 0x51A280 CG_RegisterFont: 0x6E9880 CG_GetPlayerTag: 0x4E2620 CG_GetPlayerMesh: 0x5322E0 CG_RegisterShader: 0x6CE930 CG_DrawStrectedPic: 0x6EB0E0 // Classes #define ENTITY_SIZE 0x328 #define CLIENT_SIZE 0x5C8 #define CLIENT_BASE 0x2ABF70E8 #define ENTITY_BASE 0x2AC840DC


PHP Code:
ClientFrame Offset 0x00570020 RenderScene Offset 0x006E01D0 SendCommandToConsole Offset 0x00632210 DrawStretchPic Offset 0x006EB0E0 R_RegisterFont Offset 0x006E97E0 R_RegisterShader Offset 0x006CE930 R_RegisterTag Offset 0x0051A280 R_DrawEngineText Offset 0x006EB610 CG_Trace Offset 0x0050D310 GetTagPosition Offset 0x0063B240 GetWeaponInfo Offset 0x0050F140 weapon_t Pointer 0x2AC720DC Pointer: 0x00C9D784 cg_t Offset 0x2AB98100 Pointer: 0x00D2C790 centity_t Offset 0x2AC840DC Pointer: 0x00D2F970 clientInfo_t Offset 0x2ABF70E8 refdef_t Offset 0x2ABDAFDC viewMatrix_t Offset 0x00E4378C mouseInfo_t Offset 0x041C2154 playerSnap_t Offset 0x00E40FA0 dog_t Offset 0x00C76038 heli_t Offset 0x00C76AB8 rcxd_plane_t: 0x00C75E78 renderer_t Offset: 0x050C4B2C ViewAngleX Offset: 0x00E43808 ViewAngleY Offset: 0x00E43804 Mouse On/Off Byte: 0x04469C7D

PHP Code:
ENTITY_SIZE 0x328 CLIENT_SIZE 0x5C8 DRAWSTRETCHPIC_OFFSET 0x6eb0e0 DRAWTEXT_OFFSET 0x6eb610 GETTAG_OFFSET 0x63b240 GETLPTAG_OFFSET 0x5322e0 REGISTERFONT_OFFSET 0x6e9880 REGISTERSHADER_OFFSET 0x6ce930 REGISTERTAG_OFFSET 0x51a280 TRACE_OFFSET 0x50d310 GETWEAPON_OFFSET 0x50f140 WEAPONNAME_OFFSET 0xc9d784 WALLHACK_OFFSET 0x6d7a30 PLAYERRETURN_OFFSET 0x61d2b8 PICKUPRETURN_OFFSET 0x7c8b06 EXPLOSIVERETURN_OFFSET 0x7c8e76 ENTITY_OFFSET 0x2ac840dc CLIENT_OFFSET 0x2abf70e8 CG_OFFSET 0x2ab98100 REFDEF_OFFSET 0x2abdae68 CAMERA_OFFSET 0xe43790 VEHICLE_OFFSET 0x2abd8598 DOGS_OFFSET 0xc76038 HELI_OFFSET 0xc76ab8 RCXD_OFFSET 0xc75e78 SENTRY_OFFSET 0xc759f8

thx to cyberdwak & K@N@VEL & cardoow
Reply

#3
1.05 updates

[Image: offetsv53.png]
cardoow

PHP Code:
[php]MouseInfo_t* MouseInfo = (MouseInfo_t*)0x48DAC58; PlayerSnap_t* PlayerSnap = (PlayerSnap_t*)0xE3FFA0;
PHP Code:
weapon_t* (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x53E1C0;//dword_C5C218 weapon_2_t* (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x527170;//dword_C5C218 +8
PHP Code:
RegisterTag: 0x00547470 GetPlayerMesh: 0x00430410 GetPlayerTag: 0x004670C0
PHP Code:
void (__cdecl *CG_DrawStretchPicTheater)(Float2* Style, float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float2*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x005CFFB0;
PHP Code:
void (*CG_Trace)(Trace* Trace, vec3_t Start, vec3_t End, int skipNumber, int mask, int a6, int a7) = (void (__cdecl *)(Trace* , vec3_t , vec3_t , int , int , int , int ))0x005FBBF0;
PHP Code:
*(int *)0xE3FEA0 = 0x10;//show mouse cursor
PHP Code:
void (__cdecl *SendToConsole)( int flag, char* text ) = (void (__cdecl *)( int, char* ))0x005BAAD0;
PHP Code:
int (__cdecl *k_AttackOn)() = (int (__cdecl *)())0x7FD580; int (__cdecl *k_AttackOff)() = (int (__cdecl *)())0x7FD650; int (__cdecl *k_KnifeOn)() = (int (__cdecl *)())0x7FD900; int (__cdecl *k_KnifeOff)() = (int (__cdecl *)())0x7FD910;
PHP Code:
bool (*CG_EspIsVisible)( int noIdea, Entity *cent ) = (bool (__cdecl *)( int, Entity * ))0x00589550;
PHP Code:
CG_RegisterFont:0x005C5220 CG_DrawString:0x00530140

king-orgy

PHP Code:
ViewAngleX = 0xE4280C ViewAngleY = 0xE42808 RenderDevice = 0x57DD680 ClientInfo = 0xD2B798 Entity = 0xD2E98C

raiders
Reply

#4
updated

Entities

Code:
/* 00903DA7 |. 69C0 2C030000 |IMUL EAX,EAX,32C - Size 00903DAD |. 8D8408 0450F3F>|LEA EAX,DWORD PTR DS:[EAX+ECX+FFF35004] 00903DB4 |. EB 0F |JMP SHORT BlackOps.00903DC5 00903DB6 |> 8B5424 18 |MOV EDX,DWORD PTR SS:[ESP+18] 00903DBA |. 8B0495 8CF9D20>|MOV EAX,DWORD PTR DS:[EDX*4+D2F98C] Entity 00903DC1 |. 034424 1C |ADD EAX,DWORD PTR SS:[ESP+1C] */
ClientInfo


Weapon

Code:
weapon_t* (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x00434EB0;//dword_C5C218 weapon_2_t* (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x00562C00;//dword_C5C218 +8
States

Code:
MouseInfo_t* MouseInfo = (MouseInfo_t*)0x48DD0D8; PlayerSnap_t* PlayerSnap = (PlayerSnap_t*)0xE40FA0; PlayerState_t* PlayerState = (PlayerState_t*)0x352DA10;//finding memset(&dword_352C9E0, 0, 9948u); sub_40BEE0(14, "Delta from invalid frame (not supposed to happen!).\n");
Commands

Code:
int (__cdecl *k_AttackOn)() = (int (__cdecl *)())0x7FE320; int (__cdecl *k_AttackOff)() = (int (__cdecl *)())0x7FE3F0; int (__cdecl *k_KnifeOn)() = (int (__cdecl *)())0x7FE6A0; int (__cdecl *k_KnifeOff)() = (int (__cdecl *)())0x7FE6B0;
others
Code:
int * ping = (int *) 0xE41020; float *ViewAngleX = (float *)0xE4380C; float *ViewAngleY = (float *)0xE43808;
Drawing

Code:
Media_t * Media = (Media_t *) 0xD2C7A8; CG_DrawStretchPicTheater = 0x00606110 RegisterFont = 0x005AE450 CG_DrawString = 0x00602140

thanks to King-OrgY
Reply

#5
1.07/7.0.90

Code:
D3DRenderer: 0x590D808 Game: 0xD4E1D4 Entity: 0xD513D0 GetWeapon (+0x8): 0x453530 Trace: 0x58A650 RegisterTag: 0x5C8070 PlayerMesh: 0x46B6D0 GetBone: 0x638310 ViewAngleX: 0xE653D0 ViewAngleY: 0xE653CC And now for the fun part! ClientInfo Class Size: 0x5D0 EntityInfo Class Size: 0x328 ClientInfo = (Game) + 0x5F228 RefDef = (Game) + 0x43100

by raiders
Reply

#6
Quote:D3DRenderer: 0x590D808
Game: 0xD4E1D4
Entity:0xD513D0
GetWeapon: 0x6B2100
Trace: 0x4358D0
RegisterTag: 0x40DB20
PlayerMesh: 0x6962F0
GetBone: 0x5A0C20
StartAttack: 0x808590
StopAttack: 0x808660
StartKnife: 0x808910
StopKnife: 0x808920

Nothing else changed... that I use.

Edit: I guess ill throw up the other offsets that didnt change for those among us that are lazy.

ViewAngleX: 0xE653D0
ViewAngleY: 0xE653CC
ClientInfo Class Size: 0x5D0
EntityInfo Class Size: 0x328
ClientInfo = (Game) + 0x5F228
RefDef = (Game) + 0x43100

thx for sharing raiders
Reply

#7
patch 1.09 updated sigs and patterns

Code:
#ifndef _BO_OFFSETS #define _BO_OFFSETS #define BO_MP_BASE 0x400000 #define BO_MP_SIZE 0x4FA4000 #define BO_MP_GAME 0x2BF97B80 #define CLASS_CENTITY 0x2C083EFC #define CLASS_CG 0x2BF97B80 #define CLASS_CGS 0x2C009500 #define CLASS_CLIENTINFO 0x2BFF6DA8 #define CLASS_REFDEF 0x2BFDAB2C (with refdefViewAngles) - 0x2BFDAC80 (without) #define CLASS_MEDIA 0xD50E80 #define CLASS_MATRIX 0xE687CC #define CLASS_DOGS 0xC99D78 #define CLASS_HELI 0xC9A7F8 #define CLASS_RCXD 0xC99BB8 #define CLASS_SENTRY 0xC99738 #define CENTITY_SIZE 0x328 #define CLIENTINFO_SIZE 0x5D0 #define VIEW_X 0xE68850 #define VIEW_Y 0xE6884C #define Trace 0x557760 #define AttackOn 0x808F80 #define AttackOff 0x809050 #define KnifeOn 0x809300 #define KnifeOff 0x809310 thx to king-orgy :) #endif

Code:
D3DRenderer: 0x469E308 ClientInfo: 0xD50E74 Entity: 0xD54070 GetWeapon (+0x8): 0x5658F0 Trace: 0x557760 RegisterTag: 0x6B0500 PlayerMesh: 0x63D1F0 GetBone: 0x51D9B0 ViewAngleX: 0xE68850 ViewAngleY: 0xE6884C +attack: 0x808F80 -attack: 0x809050 +melee: 0x809300 -melee: 0x809310

SIGS:

Code:
Entity/CG Struct: Sig: \xe8\x00\x00\x00\x00\x8b\x15\x00\x00\x00\x00\x52\x57\xe8\x00\x00\x00\x00\x83\xc4\x20 Mask: x????xx????xxx????xxx Entity struct pointer: *(DWORD*)(RetAddr+0x2F+0x2) CG struct pointer: *(DWORD*)(RetAddr+0x17+0x2) DrawEngineText: Sig: \x55\x8b\x6c\x24\x08\x80\x7d\x00\x00\x56\x57\x0f\x84\x00\x00\x00\x00\x8b\xc5\x8d\x50\x01 Mask: xxxxxxxxxxxxx????xxxxx DrawStretchPic: Sig: \x8b\x44\x24\x28\xd9\x44\x24\x20\x8b\x4c\x24\x24\x50\x51\x83\xec\x24\xd9\x5c\x24\x20 Mask: xxxxxxxxxxxxxxxxxxxxx EspVisible: Sig: \x83\xec\x30\x56\x8b\x35\x00\x00\x00\x00\xe8\x00\x00\x00\x00\x84\xc0 Mask: xxxxxx????x????xx RegisterTag: Sig: \x8b\x44\x24\x04\x6a\x00\x6a\x01\x50\xe8\x00\x00\x00\x00\x83\xc4\x0c\xc3 Mask: xxxxxxxxxx????xxxx RegisterFont: Sig: \x8b\x44\x24\x04\x6a\xff\x6a\x01\x50\x6a\x14\xe8\x00\x00\x00\x00\x83\xc4\x10 Mask: xxxxxxxxxxxx????xxx RegisterShader: Sig: \x8b\x4c\x24\x04\x80\x39\x00\x75\x00\xa1\x00\x00\x00\x00\xc3 Mask: xxxxxxxx?x????x GetTagPos: Sig: \xd9\x46\x10\x8b\x44\x24\x1c\xd9\x18\x5f\xd9\x46\x14\xd9\x58\x04\xd9\x46\x18\x5e\xd9\x58\x08\xb8\x00\x00\x00\x00\x59\xc3 Mask: xxxxxxxxxxxxxxxxxxxxxxxx????xx RetAddr-=0x52 ViewAngles: Sig: \x56\xe8\x00\x00\x00\x00\x83\xc4\x04\x6a\x0c\x68\x00\x00\x00\x00 Mask: xx????xxxxxx???? *(DWORD*)(RetAddr+0xB+0x1)

Code:
Functions: bool bDataCompare(const BYTE* pData,const BYTE* bMask,const char* pszMask) { for(;*pszMask;++pszMask,++pData,++bMask) if(*pszMask=='x' && *pData!=*bMask) return false; return (*pszMask)==0; } DWORD dwFindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char *pszMask) { for(DWORD i=0;i<dwLen;i++) if(bDataCompare((BYTE*)(dwAddress+i),bMask,pszMask)) return (DWORD)(dwAddress+i); return 0; } Usage: RetAddr=dwFindPatter(StartAddr,Length,Sig,Mask);





Thanks to
King Orgy
CypherPresents
raiders
godly
dom1n1k - FindPattern
and all people at UC/GD
Reply

#8
Code:
D3DRenderer: 0x46A3C88 ClientInfo: 0xD52EF4 Entity: 0xD560F0 GetWeapon (+0x8): 0x5827A0 Trace: 0x6764D0 RegisterTag: 0x5A4C60 PlayerMesh: 0x533F90 GetBone: 0x553380 ViewAngleX: 0xE6E1D0 ViewAngleY: 0xE6E1CC +attack: 0x80A540 -attack: 0x80A610 +melee: 0x80A8C0 -melee: 0x80A8D0

Credits:
king-orgy
cardoow
raiders
CypherPresents
UC&GD
Reply

#9
Code:
D3DRenderer: 0x46AC208 ClientInfo: 0xD52EF4 Entity: 0xD560F0 GetWeapon (+0x8): 0x54BB40 Trace: 0x64A4E0 RegisterTag: 0x69F970 PlayerMesh: 0x5606C0 GetBone: 0x540150 ViewAngleX: 0xE6E250 ViewAngleY: 0xE6E24C +attack: 0x80A7E0 -attack: 0x80A8B0 +melee: 0x80AB60 -melee: 0x80AB70 byteScoped: 0xE6BA00

Code:
dword_D52EF4 = (void *)sub_5DC2F0(a1, 465280 * a2, 128, "cgArray"); dword_D52EC4 = (void *)sub_5DC2F0(a1, 12744 * a2, 8, "cgsArray"); dword_CC57B0 = sub_5DC2F0(a1, 415744 * a2, 4, "cg_fakeEntitiesArray"); result = sub_5DC2F0(a1, 52 * a2, 4, "cg_viewModelArray"); v3 = 0; for ( dword_CC3540 = result; v3 < a2; ++v3 ) { *(&dword_CC3544 + v3) = (void *)sub_5DC2F0(a1, 73728, 4, "cg_weaponsArray"); *(&dword_D560F0 + v3) = (void *)sub_5DC2F0(a1, 827392, 4, "cg_entitiesArray"); dword_D56390[v3] = sub_5DC2F0(a1, 18432, 4, "cg_entityOriginArray"); *(&dword_39ED130 + v3) = (void *)sub_5DC2F0(a1, 24768, 4, "cg_destructibles"); v4 = (void *)sub_5DC2F0(a1, 118272, 16, "ikStatesArray"); dword_D5614C[v3] = (int)v4; memset(v4, 0, 0x1CE00u); result = sub_5F2760(dword_D5614C[v3], v3); } return result; }

Code:
Structures: CG: 0xD52EF4 Ent: 0xD560F0 ViewMatrix: 0xE6E1CC Sentrys: 0xC9B7B8 Choppers: 0xC9C878 Dogs: 0xC9BDF8 RCXDs: 0xC9BC38 Media: 0xD52F00 MouseInfo: 0x37708F8 PlayerSnap: 0xE6B9C0 Functions: AttackON/OFF: 0x80A7E0/0x80A8B0 MeleeON/OFF: 0x80AB60/0x80AB70 DrawEngineText: 0x6F7B40 DrawStretchPic: 0x6F7610 Draw2D_Debug_Line: 0x40B720 Draw3D_Debug_Line: 0x5442F0 CG_DrawNameTags: 0x4DF570 IsESPVisible: 0x6C20E0 CG_Trace: 0x56E0A0 GetTagPos: 0x540150 Set_Weapon_CL_Trace: 0x64A4E0 RegisterTag: 0x55F730 RegisterFont: 0x6F5AA0 RegisterShader: 0x6DA9C0 Other: ViewAngles: 0xE6E24C SetZoom: 0xE6BA00 Possible vars: Primary Ammo1: 0xE6BE28 Primary Ammo2: 0xE6BDB0 Secondary Ammo1: 0xE6BE20 Secondary Ammo2: 0xE6BDA8 Lethal Ammo: 0xE6BE30 Tactical Ammo: 0xE6BE38 Equipment Ammo: 0xE6BE40

Credits:
godly
raiders
King-Orgy
UC&GD
Reply

#10
I'm sorry but what exactly are these for ? Out of curiosity.
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