Help 1.9.441 Client Offsets
#1
Hey,

im currently developing an 'Remote Admin Tool' and i need some help.
I've got a list in the tool with 18 Slots for each Client on the Server and i need the Offsets for every Slot with Playername & XUID.
How can i find them with Cheat Engine? And are those static offsets?

Cheers
[Image: epvp71up3.png]
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#2
Why don't you base it on the server addon and use getClients()?

Anyway, there is a struct where you can find that stuff. Basically you do Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset.

The addresses change every update.
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#3
(08-20-2012, 07:02)zxz0O0 Wrote: Why don't you base it on the server addon and use getClients()?

Anyway, there is a struct where you can find that stuff. Basically you do Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset.

The addresses change every update.

why has no one posted the new offsets for this latest update?
i thought that was the normal procedure.

the struct, (Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset) is that used in Olly?
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#4
dunno why no one is posting it...

Offsets:
Code:
[MW3Tool] AutoGenerated Offset list for [1.9.441] [Classes] Client 0xAD3978 ClientSize 0x564 Entity 0xADF8C0 EntitySize 0x1F8 ViewMatrix 0x113AEE0 RefDef 0xA414B0 CGS 0x9D1D20 CG 0x9D62A0 Input 0x4C52FA8 [Variables] MagicNumber 0x10CC730 Seed 0xA4148C SpreadMultiplier 0xADABC8 CSnapShot 0x1144E5C CurrentCmdNumberPtr 0x113C584 ServerCommand 0xC34B7C ServerCommandSequence 0xC34B74 IsIngame 0x9D62B0 KeyCatcher 0x11378EC Keys 0xC11A60 KButtons 0xC115B0 D3DRenderer 0x608E5A8 ViewAngleY 0x113AF78 ViewAngleX 0x113AF7C WeaponViewAngleX 0xA46018 WeaponViewAngleY 0xA4601C RefViewAngles 0xA45FDC DisableIngameMouse 0x5B69D85 GetWeapon 0x9B4C60 GetWeaponName 0xADB54C SetZoom 0x1137A90 AdvancedUAV 0x9D64A4 CompassShowEnemies 0x1D02564 CVarList 0x5AA6D68 CVarListSize 0x5AA1D40 PunchAngles 0xA4D3BC [Functions] GetCVar 0x663610 GetCVarValue 0x446210 BulletPenetrationCheck 0x5C2700 BulletTrajectory 0x5C4DF0 GetCurrentWeapon 0x4FB790 GetWeaponSpread 0x4A3570 GetRandomFloat 0x5C2A70 ProcessCommand 0x44E000 Console 0x44E000 COM_HashKey 0x54CC80 COM_Error 0x483800 COM_Notice 0x525440 GetSnapshot 0x4FC8D0 AimAssist 0x58B440 IsVisible 0x51EBA0 CG_Trace 0x4A82D0 StrWidth 0x4043F0 StrHeight 0x7BCE30 DrawEngineText 0x4635C0 GetScreenMatrix 0x5561C0 DrawRotatedPic 0x4E55C0 DrawStretchPic 0x5338D0 RegisterShader 0x456100 RegisterFont 0x53C340 RegisterTag 0x488EF0 WorldToScreen 0x546D70 DrawEngineRadar 0x432B50 OverlayFriendly 0x5128D0 OverlayEnemy 0x4A1BB0 OverlayChopper 0x466A40 OverlayTurret 0x56A5E0 OverlayCarePackage 0x479A80 OverlayLocalPlayer 0x458040 OverlayPlane 0x56D890 [Functions 2] Rank 0x4FFEF0 NoRecoil 0x572DC9 CG_Init 0x492930 WritePacket 0x4F6280 CG_Obituary 0x5A6F50 [Draw Exception] cg_drawDamageDirection_DVar 0x9D6294 cg_drawDamageDirection_DVarValue 0x5ABD7E4 cg_drawDamageDirection_ExceptionAddr0x4718E9 [Draw Exception] cg_hudChatPosition_DVar 0x9D1C7C cg_hudChatPosition_DVarValue 0x5AAEAB0 cg_hudChatPosition_ExceptionAddr 0x5A24B7 [IN_CreateCmd Exception] cl_pitchspeed_DVar 0xC115AC cl_pitchspeed_DVarValue 0x5AAF8F0 cl_pitchspeed_ExceptionAddr 0x5C97E7 cl_pitchspeed_ExceptionAddr2 0x5C980B [WritePacket Exception] cl_packetdup_DVar 0x1137868 cl_packetdup_DVarValue 0x5AAF8A4 cl_packetdup_ExceptionAddr 0x4F639A

Offsets - Header Style:
Code:
// [MW3Tool] AutoGenerated Offset list for [1.9.441] //Classes #define OFFS_Client 0xAD3978 #define OFFS_ClientSize 0x564 #define OFFS_Entity 0xADF8C0 #define OFFS_EntitySize 0x1F8 #define OFFS_ViewMatrix 0x113AEE0 #define OFFS_RefDef 0xA414B0 #define OFFS_CGS 0x9D1D20 #define OFFS_CG 0x9D62A0 #define OFFS_Input 0x4C52FA8 //Variables #define OFFS_MagicNumber 0x10CC730 #define OFFS_Seed 0xA4148C #define OFFS_SpreadMultiplier 0xADABC8 #define OFFS_CSnapShot 0x1144E5C #define OFFS_CurrentCmdNumberPtr 0x113C584 #define OFFS_ServerCommand 0xC34B7C #define OFFS_ServerCommandSequence 0xC34B74 #define OFFS_IsIngame 0x9D62B0 #define OFFS_KeyCatcher 0x11378EC #define OFFS_Keys 0xC11A60 #define OFFS_KButtons 0xC115B0 #define OFFS_D3DRenderer 0x608E5A8 #define OFFS_ViewAngleY 0x113AF78 #define OFFS_ViewAngleX 0x113AF7C #define OFFS_WeaponViewAngleX 0xA46018 #define OFFS_WeaponViewAngleY 0xA4601C #define OFFS_RefViewAngles 0xA45FDC #define OFFS_DisableIngameMouse 0x5B69D85 #define OFFS_GetWeapon 0x9B4C60 #define OFFS_GetWeaponName 0xADB54C #define OFFS_SetZoom 0x1137A90 #define OFFS_AdvancedUAV 0x9D64A4 #define OFFS_CompassShowEnemies 0x1D02564 #define OFFS_CVarList 0x5AA6D68 #define OFFS_CVarListSize 0x5AA1D40 #define OFFS_PunchAngles 0xA4D3BC //Functions #define OFFS_GetCVar 0x663610 #define OFFS_GetCVarValue 0x446210 #define OFFS_BulletPenetrationCheck 0x5C2700 #define OFFS_BulletTrajectory 0x5C4DF0 #define OFFS_GetCurrentWeapon 0x4FB790 #define OFFS_GetWeaponSpread 0x4A3570 #define OFFS_GetRandomFloat 0x5C2A70 #define OFFS_ProcessCommand 0x44E000 #define OFFS_Console 0x44E000 #define OFFS_COM_HashKey 0x54CC80 #define OFFS_COM_Error 0x483800 #define OFFS_COM_Notice 0x525440 #define OFFS_GetSnapshot 0x4FC8D0 #define OFFS_AimAssist 0x58B440 #define OFFS_IsVisible 0x51EBA0 #define OFFS_CG_Trace 0x4A82D0 #define OFFS_StrWidth 0x4043F0 #define OFFS_StrHeight 0x7BCE30 #define OFFS_DrawEngineText 0x4635C0 #define OFFS_GetScreenMatrix 0x5561C0 #define OFFS_DrawRotatedPic 0x4E55C0 #define OFFS_DrawStretchPic 0x5338D0 #define OFFS_RegisterShader 0x456100 #define OFFS_RegisterFont 0x53C340 #define OFFS_RegisterTag 0x488EF0 #define OFFS_WorldToScreen 0x546D70 #define OFFS_DrawEngineRadar 0x432B50 #define OFFS_OverlayFriendly 0x5128D0 #define OFFS_OverlayEnemy 0x4A1BB0 #define OFFS_OverlayChopper 0x466A40 #define OFFS_OverlayTurret 0x56A5E0 #define OFFS_OverlayCarePackage 0x479A80 #define OFFS_OverlayLocalPlayer 0x458040 #define OFFS_OverlayPlane 0x56D890 //Functions 2 #define OFFS_Rank 0x4FFEF0 #define OFFS_NoRecoil 0x572DC9 #define OFFS_CG_Init 0x492930 #define OFFS_WritePacket 0x4F6280 #define OFFS_CG_Obituary 0x5A6F50 //Draw Exception #define OFFS_cg_drawDamageDirection_DVar 0x9D6294 #define OFFS_cg_drawDamageDirection_DVarValue 0x5ABD7E4 #define OFFS_cg_drawDamageDirection_ExceptionAddr 0x4718E9 //Draw Exception #define OFFS_cg_hudChatPosition_DVar 0x9D1C7C #define OFFS_cg_hudChatPosition_DVarValue 0x5AAEAB0 #define OFFS_cg_hudChatPosition_ExceptionAddr 0x5A24B7 //IN_CreateCmd Exception #define OFFS_cl_pitchspeed_DVar 0xC115AC #define OFFS_cl_pitchspeed_DVarValue 0x5AAF8F0 #define OFFS_cl_pitchspeed_ExceptionAddr 0x5C97E7 #define OFFS_cl_pitchspeed_ExceptionAddr2 0x5C980B //WritePacket Exception #define OFFS_cl_packetdup_DVar 0x1137868 #define OFFS_cl_packetdup_DVarValue 0x5AAF8A4 #define OFFS_cl_packetdup_ExceptionAddr 0x4F639A

Structures / Classes:
Code:
// [MW3Tool] AutoGenerated Structures for [1.9.441] typedef struct { char _0x0000[0x2]; //0x0 short Valid; //0x2 (0xADF8C2) char _0x0004[0x10]; //0x4 Vector Origin; //0x14 (0xADF8D4) Vector Angles; //0x20 (0xADF8E0) char _0x002C[0x3C]; //0x2C int Flags; //0x68 (0xADF928) char _0x006C[0xC]; //0x6C Vector OldOrigin; //0x78 (0xADF938) char _0x0084[0x18]; //0x84 Vector OldAngles; //0x9C (0xADF95C) char _0x00A8[0x28]; //0xA8 int ClientNum; //0xD0 (0xADF990) short Type; //0xD4 (0xADF994) char _0x00D6[0x12]; //0xD6 Vector NewOrigin; //0xE8 (0xADF9A8) char _0x00F4[0x1C]; //0xF4 Vector NewAngles; //0x110 (0xADF9D0) char _0x011C[0x7C]; //0x11C byte WeaponID; //0x198 (0xADFA58) char _0x0199[0x37]; //0x199 int IsAlive; //0x1D0 (0xADFA90) char _0x01D4[0x24]; //0x1D4 }entity_t; //[Addr: 0xADF8C0] [Size: 0x1F8] typedef struct { int Valid; //0x0 (0xAD3978) char _0x0004[0x8]; //0x4 char Name[16]; //0xC (0xAD3984) int Team; //0x1C (0xAD3994) char _0x0020[0x4]; //0x20 int Rank; //0x24 (0xAD399C) char _0x0028[0x10]; //0x28 int Perk; //0x38 (0xAD39B0) char _0x003C[0x8]; //0x3C int Score; //0x44 (0xAD39BC) char _0x0048[0x458]; //0x48 int Attacking; //0x4A0 (0xAD3E18) char _0x04A4[0x4]; //0x4A4 int Zooming; //0x4A8 (0xAD3E20) char _0x04AC[0xB8]; //0x4AC }client_t; //[Addr: 0xAD3978] [Size: 0x564] typedef struct { char _0x0000[0x8]; //0x0 int Width; //0x8 (0xA414B8) int Height; //0xC (0xA414BC) int FovX; //0x10 (0xA414C0) int FovY; //0x14 (0xA414C4) Vector ViewOrg; //0x18 (0xA414C8) Vector ViewAxis[3]; //0x24 (0xA414D4) char _0x0048[0x24]; //0x48 float ZoomProgress; //0x6C (0xA4151C) char _0x0070[0x4ABC]; //0x70 float RefViewAngleY; //0x4B2C (0xA45FDC) float RefViewAngleX; //0x4B30 (0xA45FE0) char _0x4B34[0x34]; //0x4B34 float WeaponViewAngleX; //0x4B68 (0xA46018) float WeaponViewAngleY; //0x4B6C (0xA4601C) }refdef_t; //[Addr: 0xA414B0] [Size: 0x4B70] typedef struct { int ServerTime; //0x0 (0x9D62A0) int PlayerState; //0x4 (0x9D62A4) int StaminaTimer; //0x8 (0x9D62A8) unsigned short PlayerStance; //0xC (0x9D62AC) char _0x000E[0x2]; //0xE int IsIngame; //0x10 (0x9D62B0) char _0x0014[0x4]; //0x14 int iVelocity; //0x18 (0x9D62B8) Vector Origin; //0x1C (0x9D62BC) Vector Velocity; //0x28 (0x9D62C8) char _0x0034[0x2C]; //0x34 float RefViewAngleY; //0x60 (0x9D6300) float RefViewAngleX; //0x64 (0x9D6304) char _0x0068[0xE8]; //0x68 int ClientNum; //0x150 (0x9D63F0) char _0x0154[0x4]; //0x154 float ViewAngleY; //0x158 (0x9D63F8) float ViewAngleX; //0x15C (0x9D63FC) char _0x0160[0x3C]; //0x160 int Health; //0x19C (0x9D643C) char _0x01A0[0x1C]; //0x1A0 int MaxEntities; //0x1BC (0x9D645C) char _0x01C0[0x44]; //0x1C0 int AdvancedUAV; //0x204 (0x9D64A4) char _0x0208[0x38]; //0x208 int NextAttack; //0x240 (0x9D64E0) char _0x0244[0x12C]; //0x244 int WeaponID; //0x370 (0x9D6610) unsigned short EquipmentState; //0x374 (0x9D6614) unsigned short WeaponSwapState; //0x376 (0x9D6616) float WeaponZoom; //0x378 (0x9D6618) float MovementSpreadMultiplier; //0x37C (0x9D661C) char _0x0380[0x16C]; //0x380 byte PerkSlot3; //0x4EC (0x9D678C) char _0x04ED[0x6ACFF]; //0x4ED int Seed; //0x6B1EC (0xA4148C) char _0x6B1F0[0x20]; //0x6B1F0 refdef_t RefDef; //0x6B210 (0xA414B0) char _0x6FD80[0x8D958]; //0x6FD80 client_t Client[18]; //0xFD6D8 (0xAD3978) char _0x1037E0[0x1148]; //0x1037E0 float SpreadMultiplier; //0x104928 (0xADABC8) char _0x10492C[0x4CF4]; //0x10492C entity_t Entity[2048]; //0x109620 (0xADF8C0) }cg_t; //[Addr: 0x9D62A0] [Size: 0x205620] typedef struct { char _0x0000[0x8]; //0x0 int Width; //0x8 (0x9D1D28) int Height; //0xC (0x9D1D2C) char _0x0010[0x14]; //0x10 char GameType[4]; //0x24 (0x9D1D44) char _0x0028[0x1C]; //0x28 char HostName[64]; //0x44 (0x9D1D64) char _0x0084[0xC4]; //0x84 int MaxClients; //0x148 (0x9D1E68) char _0x014C[0x4]; //0x14C char MapName[64]; //0x150 (0x9D1E70) char _0x0190[0x43F0]; //0x190 cg_t CGame; //0x4580 (0x9D62A0) }cgs_t; //[Addr: 0x9D1D20] [Size: 0x45C0] typedef struct { Vector Recoil; //0x0 (0x113AEE0) Vector Origin; //0xC (0x113AEEC) char _0x0018[0x80]; //0x18 float ViewAngleY; //0x98 (0x113AF78) float ViewAngleX; //0x9C (0x113AF7C) }viewmatrix_t; //[Addr: 0x113AEE0] [Size: 0xA0]

Dumps:
Code:
// [MW3Tool] AutoGenerated Dumps for [1.9.441] struct cvar_t { char *szName; //0x0000 char _0x0004[8]; byte Value; //0x000C }; cvar_t *CGameCVars::GetCVar(char *szName) { for(int i=0;i<2048;++i) { cvar_t *pCVar=(cvar_t*)(OFFS_CVarList + 0x4C * i); if(!strcmp(szName,pCVar->szName)) return pCVar; } return 0; } //Entity Types #define ET_GENERAL 0 #define ET_PLAYER 1 #define ET_PLAYER_CORPSE 2 #define ET_ITEM 3 #define ET_MISSILE 4 #define ET_INVISIBLE 5 #define ET_SCRIPTMOVER 6 #define ET_SOUND_BLEND 7 #define ET_FX 8 #define ET_LOOP_FX 9 #define ET_PRIMARY_LIGHT 10 #define ET_TURRET 11 #define ET_HELICOPTER 12 #define ET_PLANE 13 #define ET_VEHICLE 14 #define ET_VEHICLE_COLLMAP 15 #define ET_VEHICLE_CORPSE 16 #define ET_VEHICLE_SPAWNER 17 //Events #define EV_NONE 0 #define EV_FOLIAGE_SOUND 1 #define EV_STOP_WEAPON_SOUND 2 #define EV_SOUND_ALIAS 3 #define EV_SOUND_ALIAS_AS_MASTER 4 #define EV_STOPSOUNDS 5 #define EV_STANCE_FORCE_STAND 6 #define EV_STANCE_FORCE_CROUCH 7 #define EV_STANCE_FORCE_PRONE 8 #define EV_STANCE_INVALID 9 #define EV_ITEM_PICKUP 10 #define EV_AMMO_PICKUP 11 #define EV_NOAMMO 12 #define EV_EMPTYCLIP 13 #define EV_EMPTY_OFFHAND_PRIMARY 14 #define EV_EMPTY_OFFHAND_SECONDARY 15 #define EV_OFFHAND_END_NOTIFY 16 #define EV_RESET_ADS 17 #define EV_RELOAD 18 #define EV_RELOAD_FROM_EMPTY 19 #define EV_RELOAD_START 20 #define EV_RELOAD_END 21 #define EV_RELOAD_START_NOTIFY 22 #define EV_RELOAD_ADDAMMO 23 #define EV_RAISE_WEAPON 24 #define EV_FIRST_RAISE_WEAPON 25 #define EV_PUTAWAY_WEAPON 26 #define EV_WEAPON_ALT 27 #define EV_WEAPON_SWITCH_STARTED 28 #define EV_PULLBACK_WEAPON 29 #define EV_FIRE_WEAPON 30 #define EV_FIRE_WEAPON_LASTSHOT 31 #define EV_FIRE_RICOCHET 32 #define EV_RECHAMBER_WEAPON 33 #define EV_EJECT_BRASS 34 #define EV_FIRE_WEAPON_LEFT 35 #define EV_FIRE_WEAPON_LASTSHOT_LEFT 36 #define EV_EJECT_BRASS_LEFT 37 #define EV_HITCLIENT_FIRE_WEAPON 38 #define EV_HITCLIENT_FIRE_WEAPON_LASTSHOT 39 #define EV_HITCLIENT_FIRE_WEAPON_LEFT 40 #define EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT 41 #define EV_SV_FIRE_WEAPON 42 #define EV_SV_FIRE_WEAPON_LASTSHOT 43 #define EV_SV_FIRE_WEAPON_LEFT 44 #define EV_SV_FIRE_WEAPON_LASTSHOT_LEFT 45 #define EV_MELEE_SWIPE 46 #define EV_FIRE_MELEE 47 #define EV_PREP_OFFHAND 48 #define EV_USE_OFFHAND 49 #define EV_SWITCH_OFFHAND 50 #define EV_MELEE_HIT 51 #define EV_MELEE_MISS 52 #define EV_MELEE_BLOOD 53 #define EV_SV_FIRE_TURRET 54 #define EV_FIRE_TURRET 55 #define EV_FIRE_SENTRY 56 #define EV_FIRE_QUADBARREL_1 57 #define EV_FIRE_QUADBARREL_2 58 #define EV_BULLET_HIT 59 #define EV_BULLET_HIT_SHIELD 60 #define EV_BULLET_HIT_EXPLODE 61 #define EV_BULLET_HIT_CLIENT_SMALL 62 #define EV_BULLET_HIT_CLIENT_LARGE 63 #define EV_BULLET_HIT_CLIENT_EXPLODE 64 #define EV_BULLET_HIT_CLIENT_SHIELD 65 #define EV_BULLET_DESTROY_CLIENT_SHIELD 66 #define EV_EXPLOSIVE_IMPACT_ON_SHIELD 67 #define EV_EXPLOSIVE_SPLASH_ON_SHIELD 68 #define EV_GRENADE_BOUNCE 69 #define EV_GRENADE_STICK 70 #define EV_GRENADE_REST 71 #define EV_GRENADE_ROLL 72 #define EV_GRENADE_EXPLODE 73 #define EV_GRENADE_PICKUP 74 #define EV_GRENADE_LETGO 75 #define EV_ROCKET_EXPLODE 76 #define EV_ROCKET_EXPLODE_NOMARKS 77 #define EV_FLASHBANG_EXPLODE 78 #define EV_CUSTOM_EXPLODE 79 #define EV_CUSTOM_EXPLODE_NOMARKS 80 #define EV_CHANGE_TO_DUD 81 #define EV_DUD_EXPLODE 82 #define EV_DUD_IMPACT 83 #define EV_TROPHY_EXPLODE 84 #define EV_BULLET 85 #define EV_PLAY_FX 86 #define EV_PLAY_FX_ON_TAG 87 #define EV_STOP_FX_ON_TAG 88 #define EV_PLAY_FX_ON_TAG_FOR_CLIENTS 89 #define EV_PHYS_EXPLOSION_SPHERE 90 #define EV_PHYS_EXPLOSION_CYLINDER 91 #define EV_PHYS_EXPLOSION_JOLT 92 #define EV_RADIUSDAMAGE 93 #define EV_PHYS_JITTER 94 #define EV_EARTHQUAKE 95 #define EV_GRENADE_SUICIDE 96 #define EV_DETONATE 97 #define EV_NIGHTVISION_WEAR 98 #define EV_NIGHTVISION_REMOVE 99 #define EV_MISSILE_REMOTE_BOOST 100 #define EV_VARIABLE_ZOOM_CHANGE 101 #define EV_OBITUARY 102 #define EV_NO_PRIMARY_GRENADE_HINT 103 #define EV_NO_SECONDARY_GRENADE_HINT 104 #define EV_TARGET_TOO_CLOSE_HINT 105 #define EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT 106 #define EV_LOCKON_REQUIRED_HINT 107 #define EV_VEHICLE_COLLISION 108 #define EV_VEHICLE_SUSPENSION_SOFT 109 #define EV_VEHICLE_SUSPENSION_HARD 110 #define EV_FOOTSTEP_SPRINT 111 #define EV_FOOTSTEP_RUN 112 #define EV_FOOTSTEP_WALK 113 #define EV_FOOTSTEP_PRONE 114 #define EV_JUMP 115 #define EV_LANDING_DEFAULT 116 #define EV_LANDING_BARK 117 #define EV_LANDING_BRICK 118 #define EV_LANDING_CARPET 119 #define EV_LANDING_CLOTH 120 #define EV_LANDING_CONCRETE 121 #define EV_LANDING_DIRT 122 #define EV_LANDING_FLESH 123 #define EV_LANDING_FOLIAGE 124 #define EV_LANDING_GLASS 125 #define EV_LANDING_GRASS 126 #define EV_LANDING_GRAVEL 127 #define EV_LANDING_ICE 128 #define EV_LANDING_METAL 129 #define EV_LANDING_MUD 130 #define EV_LANDING_PAPER 131 #define EV_LANDING_PLASTER 132 #define EV_LANDING_ROCK 133 #define EV_LANDING_SAND 134 #define EV_LANDING_SNOW 135 #define EV_LANDING_WATER 136 #define EV_LANDING_WOOD 137 #define EV_LANDING_ASPHALT 138 #define EV_LANDING_CERAMIC 139 #define EV_LANDING_PLASTIC 140 #define EV_LANDING_RUBBER 141 #define EV_LANDING_CUSHION 142 #define EV_LANDING_FRUIT 143 #define EV_LANDING_PAINTEDMETAL 144 #define EV_LANDING_RIOTSHIELD 145 #define EV_LANDING_SLUSH 146 #define EV_LANDING_PAIN_DEFAULT 147 #define EV_LANDING_PAIN_BARK 148 #define EV_LANDING_PAIN_BRICK 149 #define EV_LANDING_PAIN_CARPET 150 #define EV_LANDING_PAIN_CLOTH 151 #define EV_LANDING_PAIN_CONCRETE 152 #define EV_LANDING_PAIN_DIRT 153 #define EV_LANDING_PAIN_FLESH 154 #define EV_LANDING_PAIN_FOLIAGE 155 #define EV_LANDING_PAIN_GLASS 156 #define EV_LANDING_PAIN_GRASS 157 #define EV_LANDING_PAIN_GRAVEL 158 #define EV_LANDING_PAIN_ICE 159 #define EV_LANDING_PAIN_METAL 160 #define EV_LANDING_PAIN_MUD 161 #define EV_LANDING_PAIN_PAPER 162 #define EV_LANDING_PAIN_PLASTER 163 #define EV_LANDING_PAIN_ROCK 164 #define EV_LANDING_PAIN_SAND 165 #define EV_LANDING_PAIN_SNOW 166 #define EV_LANDING_PAIN_WATER 167 #define EV_LANDING_PAIN_WOOD 168 #define EV_LANDING_PAIN_ASPHALT 169 #define EV_LANDING_PAIN_CERAMIC 170 #define EV_LANDING_PAIN_PLASTIC 171 #define EV_LANDING_PAIN_RUBBER 172 #define EV_LANDING_PAIN_CUSHION 173 #define EV_LANDING_PAIN_FRUIT 174 #define EV_LANDING_PAIN_PAINTEDMETAL 175 #define EV_LANDING_PAIN_RIOTSHIELD 176 #define EV_LANDING_PAIN_SLUSH 177 #define EV_MANTLE 178


Credits: godly // UC-Forum (master131, Alexak92, cardoow, raiders, kingorgy, CypherPresents, b2k5,shaunm2, Sfab1)
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#5
Server offsets are different. Thanks for this though.
[Image: azuw.jpg]
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#6
I found some Offsets for the Player Information (like in "rcon status"), but they are only get visible & updated if you type in "rcon status".
For example Player ID 0: 0x0012DA9F - is there another Offset to get those information permanently?
And is there any possibility to write into the chat without being ingame? like using the iw5mp_server gui?
[Image: epvp71up3.png]
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#7
(08-21-2012, 12:58)jakata Wrote: I found some Offsets for the Player Information (like in "rcon status"), but they are only get visible & updated if you type in "rcon status".
For example Player ID 0: 0x0012DA9F - is there another Offset to get those information permanently?
And is there any possibility to write into the chat without being ingame? like using the iw5mp_server gui?

You can write
Code:
say "this is the admin"
in the console (iw5mp_server) and it will display in chat.

Player informations is in the client struct, which starts somewhere near 0x04000000 (currently don't have the exact value).
[Image: azuw.jpg]
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#8
Yay, why we can't do something with 'RefDef' name?
It contains some information for client.. ( from q3 )
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#9
Hey,
thanks for the hint, zxz0O0!
The Address for the first client (0) i got now is "0x04A10480". There i find the XUID, the Playername and many other stuff. Is there a rythmic where i can find the other 17 offsets?
And is there an Offset for the Team Deathmatch Score? like (10600 / 8800)? I tried to search for them, but i havent found the right ones.

Cheers and thanks for the big help!
[Image: epvp71up3.png]
Reply

#10
Size should be 0x78690 then do (Struct_base + (ClientNum * Struct_Size) + Name_offset/XUID_offset).

There is an address holding the score but it's read-only. Score is GSC.
[Image: azuw.jpg]
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