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Discussion TU8 Managed Code List (Post Codes/Sources Here C# and C++)

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Unsigned Chaos

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I posted this on another thread.

This is the "wallhack" using CG_Player, have fun with it:
C:
Jtag.SetMemory(0x821123A4, new byte[] { 0x38, 0xC0, 0x01, 0x0F });
 
Maybe Ethernet

Maybe Ethernet

Emo? :O
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I posted this on another thread.

This is the "wallhack" using CG_Player, have fun with it:
C:
Jtag.SetMemory(0x821123A4, new byte[] { 0x38, 0xC0, 0x01, 0x0F });
can you provide a picture of what it looks like?
 
ObscureCoder

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I'm wondering if there's any part of this thread dedicated to raw XBDM commands such as:
(Laser ON w/ 1 byte)
Code:
setmem addr=0x82104093 data=01
Since I always see people posting the memory addresses but it's still vague in terms of the data you send to different addresses.
 
U

Unsigned Chaos

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I'm wondering if there's any part of this thread dedicated to raw XBDM commands such as:
(Laser ON w/ 1 byte)
Code:
setmem addr=0x82104093 data=01
Since I always see people posting the memory addresses but it's still vague in terms of the data you send to different addresses.
It's like converting some of the items in the OP from C++ to C#.

On the picture of the Wallhack:
32fa3384d44a2ba6c6e0c33f8f89396f.png

Not the best as there is only one person but you get the point.
 
ObscureCoder

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It's like converting some of the items in the OP from C++ to C#.

On the picture of the Wallhack:
32fa3384d44a2ba6c6e0c33f8f89396f.png

Not the best as there is only one person but you get the point.

There's not much I can get from the OP in terms of address data as the C++ sources use an SV method that allows you to enter a string as an argument then does the work for you where as with the command the args have to be hex (IEEE 754 if I'm not wrong).
The C# sources use XRPC I think that does a bit of the work for you. I'll look into it more though - I'm still fully getting to grips with RPC.

Anyways, that wallhack looks pretty neat :smile:
It's like converting some of the items in the OP from C++ to C#.

On the picture of the Wallhack:
32fa3384d44a2ba6c6e0c33f8f89396f.png

Not the best as there is only one person but you get the point.

Lol, thanks for that. That wallhack thing works awesomely.
GAaxUcW.jpg
 
Mk14Boss

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Yeah, another cool way to do it would be to give the client a pistol, unlimited ammo with only 1 bullet per clip. And every bullet have the model of a Sphere. I call that, long range dodgeball.
How do you get effects as a tracer?!!?? Help me out brah....
 
Mk14Boss

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im working on zombies again and Dodgeball. whats trouble in terrorist town?
I fixed and finished my zombies. The skidsmanship I possessed a few months ago was unbelievable, sorry you had to see that source man :confused: good luck on yours, not releasing mine for a while :wink:
 
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I fixed and finished my zombies. The skidsmanship I possessed a few months ago was unbelievable, sorry you had to see that source man :confused: good luck on yours, not releasing mine for a while :wink:
I just got my traitor tester working on TTT. Now I get it on all maps and it's done :biggrin:.
 
TreyZ1337

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To enable perk_WeapRateMultiplier: Set 0x40 To 0x820DD878.
I'll leave the rest to you guys :wink:

P.S.:
Its 0x820F0B60 for MW3 (TU23)
0x8218C59C for BO1 (TU11)

Edit: I just noticed that Black Ops 2 had a wrong offset.
So here is the Offset for TU16 :wink:
0x826B72CC

Edit2: For the people who dont know what to do with this. Look into the xex and find out what it does.
It wont be that hard :tongue:
 
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Mk14Boss

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To enable perk_WeapRateMultiplier: Set 0x40 To 0x820DD878.
I'll leave the rest to you guys :wink:

P.S.:
Its 0x820F0B60 for MW3 (TU23)
0x8218C59C for BO1 (TU11)
0x822501C0 for BO2 (TU15) (you can find it fast in tu16 :wink: )
Thank you treyZ <3
 
ObscureCoder

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I don't see much MW2 XBDM commands so here's a few:
Code:
// LASER ON/OFF
setmem addr=0x82104093 data=01
setmem addr=0x82104093 data=00

// Full Auto ON/OFF
setmem addr=0x820e01af data=00
setmem addr=0x820e01af data=01

// Draw FPS ON/OFF
setmem addr=0x82285f3c data=40
setmem addr=0x82285f3c data=41

// No Recoil ON/OFF
setmem addr=0x82135be3 data=00
setmem addr=0x82135be3 data=07

// Noclip ON/OFF
setmem addr=0x830cf3a0 data=00000001
setmem addr=0x830cf3a0 data=00000000

// Unlimited Ammo ON/OFF
setmem addr=0x820e1724 data=7D284B78
setmem addr=0x820e1724 data=7D1D4850

// Jump Height
setmem addr=0x8200183c data=FLOATgetBitsToHexString
 
Maybe Ethernet

Maybe Ethernet

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I don't see much MW2 XBDM commands so here's a few:
Code:
// LASER ON/OFF
setmem addr=0x82104093 data=01
setmem addr=0x82104093 data=00

// Full Auto ON/OFF
setmem addr=0x820e01af data=00
setmem addr=0x820e01af data=01

// Draw FPS ON/OFF
setmem addr=0x82285f3c data=40
setmem addr=0x82285f3c data=41

// No Recoil ON/OFF
setmem addr=0x82135be3 data=00
setmem addr=0x82135be3 data=07

// Noclip ON/OFF
setmem addr=0x830cf3a0 data=00000001
setmem addr=0x830cf3a0 data=00000000

// Unlimited Ammo ON/OFF
setmem addr=0x820e1724 data=7D284B78
setmem addr=0x820e1724 data=7D1D4850

// Jump Height
setmem addr=0x8200183c data=FLOATgetBitsToHexString
what the hell is XBDM? never heard it
 
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Unsigned Chaos

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Alright, people are asking how I am moving entities and it is very simple.

First you are going to have to make your entity a separate variable and allocate memory for it in G_Spawn.
Code:
unsigned int door1;
door1 = G_Spawn();
This allocates the next possible space for the entity door1. Then you can use the below method to spawn it and move it around.
C:
void SpawnMovable(unsigned int Object, const char* Model, float x, float y, float z, float yaw, float pitch, float roll)
{
    *(float*)(Object + 0x138) = x;
    *(float*)(Object + 0x13C) = y;
    *(float*)(Object + 0x140) = z;
    *(float*)(Object + 0x144) = yaw;
    *(float*)(Object + 0x148) = pitch;
    *(float*)(Object + 0x14C) = roll;
    *(int*)(Object + 0x180) = 1;
    G_SetModel(Object, Model);
    G_CallSpawnEntity(Object);
    SP_script_model(Object);
}
Note: These aren't solid models and I believe this is what Const posted (had it on my computer so I'm not sure).

Example:
C:
unsigned int moveableObject;//intializes moveableObject
moveableObject = G_Spawn();//allocates memory
SpawnMovable(moveableObject, "com_plasticcase_friendly", 0, 0, 0, 0, 0, 0);//spawns it
SpawnMovable(moveableObject, "com_plasticcase_friendly", 10, 10, 10, 0, 0, 0);//moves it
 
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ObscureCoder

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what the hell is XBDM? never heard it
It's the plugin used in dashlaunch that opens a port at 730 and accepts commands like the ones I posted to edit and get memory. It's just commands that you send to it through an output stream.
You use nateleroux XBDM for jtags etc. (xbdm.xex)
 
Maybe Ethernet

Maybe Ethernet

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It's the plugin used in dashlaunch that opens a port at 730 and accepts commands like the ones I posted to edit and get memory. It's just commands that you send to it through an output stream.
You use nateleroux XBDM for jtags etc. (xbdm.xex)
ohhh ok nice.
 
TreyZ1337

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Thats is pretty nice
But wouldnt it be better if you do the function like this ?

Code:
void SpawnMovable(unsigned int Object, const char* Model, float x, float y, float z, float yaw, float pitch, float roll, bool MoveObj = 0)
{
    *(float*)(Object + 0x138) = x;
    *(float*)(Object + 0x13C) = y;
    *(float*)(Object + 0x140) = z;
    *(float*)(Object + 0x144) = yaw;
    *(float*)(Object + 0x148) = pitch;
    *(float*)(Object + 0x14C) = roll;
    *(int*)(Object + 0x180) = 1;
    if(!MoveObj)
   {
    G_SetModel(Object, Model);
    G_CallSpawnEntity(Object);
    SP_script_model(Object);
   }
}
Just a guess... never tried it out :biggrin:
 
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