W
Waffle Text
Enthusiast
Hello everyone, it's sort of up to you guys whether you want to get this started/keep it going, but I thought it would be a nice idea to start up a offset code list for TU18. I do not believe in credit because it gets abused all the time, I think things should just be shared. With that being said, I also think it's necessary to give enough respect to not release other's stuff. So, if you decide to post something here, credit is not needed, but do NOT post it if it was not already public and you do not have permission from the person who discovered it. In other words, please do not leak. I thought I would start this thread off with a few offsets I updated and a hudelem struct someone posted. Please let me know if anything posted here is incorrect as well.
Hope to see something along the lines of the MW2 list with BO2
Code:
0x8242FB70 - SV_GameSendServerCommand
0x82388CE0 - G_MaterialIndex
0x82388AC0 - G_LocalizeStringIndex
0x8232A280 - HudElem_Alloc
0x82160230 - G_SetModel
0x829052FC - Wallhack
0x82160108 - HudElem_Free
0x823CA9F8- Dvar_GetBool
0x82497EB0 - CheatProtection(NOP)
0x82085654 - Jump_Height
0x82003FD4 - Fall_Damage
0x823ACB78 - G_GivePlayerWeapon
0x823AB8B8 - G_GetWeaponIndexForName
0x823120E0 - G_InitializeAmmo
0x8242F2A8 - SV_AddTestClient
0x8243DC70 - SV_LinkEntity
ox8243CB30 - SV_SetClientStat
0x8242FE70 - SV_SetBrushModel
Code:
typedef struct HudElem
{
float x;
float y;
float z;
float fontScale;
float fromFontScale;
long fontScaleStartTime;
char color[4];
char fromColor[4];
long fadeStartTime;
long scaleStartTime;
float fromX;
float fromY;
long moveStartTime;
long time;
long duration;
long value;
float sort;
char glowColor[4];
long fxBirthTime;
long flags;
short targetEntNum;
short fontScaleTime;
short fadeTime;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
char type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
char ui3dWindow;//79
short flag2;
long playerInd;
long team;
long abilityFlag;
};
Code:
int G_Entity(int Client)
{
return(0x833D0640 + (Client * 0x31C));
}
unsigned int getPlayerState(int Client)
{
return(0x83551A10 + (Client * 0x57F8));
}
void (*BO2_G_GivePlayerWeapon)(unsigned int pPS, int iWeaponIndex,int Camo, int Akimbo) = (void(__cdecl * )(unsigned int, int, int, int))0x823ACB78;
int (*BO2_G_GetWeaponIndexForName)(const char * name) = (int(__cdecl * )(const char * ))0x823AB8B8;
void (*BO2_G_InitializeAmmo)(int clientEntity, unsigned int weaponIndex, char weaponModel, int count, int fillClip) = (void(__cdecl * )(int, unsigned int, char, int, int))0x823120E0;
void SwitchToWeap(int Client, const char *Weapon, int WeaponIndex = 0)
{
if(WeaponIndex == 0)
{
char buffer[100];
sprintf(buffer,"a %i", BO2_G_GetWeaponIndexForName(Weapon));
BO2_SV_GameSendServerCommand(Client, 1, buffer);
}
else
{
char buffer[100];
sprintf(buffer,"a %i", WeaponIndex);
BO2_SV_GameSendServerCommand(Client, 1, buffer);
}
}
void GiveWeap(int Client, const char* Weapon, bool akimbo, char camo, bool GiveAmmo, bool SwitchToWeapon)
{
BO2_G_GivePlayerWeapon(G_Entity(Client), BO2_G_GetWeaponIndexForName(Weapon), camo, akimbo);
if(SwitchToWeapon)
{
SwitchToWeap(Client, Weapon);
}
if(GiveAmmo)
{
BO2_G_InitializeAmmo(getPlayerState(Client), BO2_G_GetWeaponIndexForName(Weapon), 0, 999, 1);
}
}
Hope to see something along the lines of the MW2 list with BO2
Last edited: