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BO2 TU18 Offset and Code List

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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.

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 :smile:
 
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FrostHexers

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Hey, this is awesome, but is it possible to add a complete list of offsets even thought they haven't change in the versions please. And thank you, i might help you if you tell me HOW to get those offsets. Awesome, new XRPC will be coming!
 
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Hey, this is awesome, but is it possible to add a complete list of offsets even thought they haven't change in the versions please. And thank you, i might help you if you tell me HOW to get those offsets. Awesome, new XRPC will be coming!
I'm a bit confused... What do you need help with? Finding offsets?
 
FrostHexers

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I'm a bit confused... What do you need help with? Finding offsets?
Yeah, just if you need help finding offsets, i can help you if you teach me :biggrin: and thanks for those, ill make an xrpc tool now...
 
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Yeah, just if you need help finding offsets, i can help you if you teach me :biggrin: and thanks for those, ill make an xrpc tool now...
If you want to learn how to update offsets, hit me up on skype :smile:

MY Skype: reportworthy
 
BrownMagician

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Threads like this need to stay alive. We need more creators and less leechers on this site.
 
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Threads like this need to stay alive. We need more creators and less leechers on this site.
You preach, but do not post? Come on man!

These topics create nothing else than same old ****.... and of course even more leechers.
While this is more than true, I still think that everything should be made public. Just for the sake of destroying arguements over credits. There are some credits that get given to the wrong people, and other credits that don't get given out at all. I want the arguements over that minimized. (I say minimized because I know they will still go on).
 
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Guys, I am very new in usage with offsets. How can I know, which parameters I need for which offset? (Wallhack for example)
Jtag.SetMemory(0x829052FC, new byte[] { "How do I know, what to enter here?" });
I would be glad if someone could explain this and help me.
Thanks a lot!
 
DarkVoyage

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Half of those offsets are wrong you have in there lol
 
DarkVoyage

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Well i got these offsets i only updated a couple cause i was trying stuff.

Code:
Jump = 0x82085654
Fall = 0x82003FD4
Dvar_GetBool = 0x823CA9F8

But i will update more if u would like?

Edit: You did have Jump right but u didnt have Dvar_getBool or Fall damage right
 
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Well i got these offsets i only updated a couple cause i was trying stuff.

Code:
Jump = 0x82085654
Fall = 0x82003FD4
Dvar_GetBool = 0x823CA9F8

But i will update more if u would like?

Edit: You did have Jump right but u didnt have Dvar_getBool or Fall damage right

Yeah a lot of them are wrong :tongue: haha. Thanks for correcting me, I'll update the post with those, and also put in hacksource's (I was being lazy before)
 
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hahah yah its cool :smile: Ill get some more later if im not lazy :tongue:
 
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hahah yah its cool :smile: Ill get some more later if im not lazy :tongue:
This may be a bit off topic, but I couldn't find your skype when I searched it so I figured I would ask here. Below are MW2 TU8 Offsets.

int (*G_SpawnPlayerClone)() = (int(__cdecl*)())0x8220EDD8;//mw2
void (*G_SetOrigin)(int ent, float*newOrigin) = (void(__cdecl*)(int,float*))0x8220E170;//mw2
void (*G_SetAngles)(int ent, float*newAngles) = (void(__cdecl*)(int,float*))0x8220E1C8;//mw2
int (*Com_GetServerDObj)(int handle) = (int(__cdecl*)(int))0x8222FD98;//mw2
int (*DObjGetTree)(int obj) = (int(__cdecl*)(int))0x822AD868;//mw2
int (*G_GetFreePlayerCorpseIndex)() = (int(__cdecl*)())0x821F0558;//mw2
void (*XAnimCloneAnimTree)(int from, int to) = (void(__cdecl*)(int,int))0x822B3DD0;//mw2

I am looking for the beginning of the function PlayerCmd_ClonePlayer. The mw2 function is a bit different than cod4, and I was wondering if you could give me the beginning of the function if you have some spare time? I think this is a part of the MW2 TU8 function, but I am almost sure it's not the beginning.

0x821DABE0 - Somewhere in the middle of PlayerCmd_ClonePlayer I am pretty sure.

Would you or someone please verify this for me?
 
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