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

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Delusional Mods

Delusional Mods

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How are you setting the value? Post how you are setting it.
*(DWORD*)0x821123A4 = 0x38C0010F;//Chams<- Not work
*(DWORD*)0x820F4233 = 1;//Redboxes<- This works
*(DWORD*)0x82135BE3 = 0;//Recoil<- This works
*(DWORD*)0x82104093 = 1;//Laser<- This works
 
JTAG

JTAG

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Does it crash as soon as you set it? or when you see a player?
 
Delusional Mods

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Soon as the game loads in as i see the grenadier famous class. JTAG JTAG it's not that big of a deal I need to learn how to find these things my self. Especially seeing how I was looking for this for my server is kinda of sad that I don't know how to find it on my own. Anyway thanks for trying to help but I am going to bed I think it's a little late to be up now, it's 4:39am.
 
JTAG

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Soon as the game loads in as i see the grenadier famous class. JTAG JTAG it's not that big of a deal I need to learn how to find these things my self. Especially seeing how I was looking for this for my server is kinda of sad that I don't know how to find it on my own. Anyway thanks for trying to help but I am going to bed I think it's a little late to be up now, it's 4:39am.

It worked for me just when I did it.

Try doing this instead:
*(byte*)(0x821123A7) = 0x0F;
903cde9279d87cdd4a4c5b4600907fdc.png
 
Joker

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Post stuff! nothing has been released in a while...

Someone drop this (trigger radius)


img
 
Joker

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Bitwise gave me this ages ago, Idk if it is released but ye

Code:
void setMaxHealth(int clientNum, int health)
{
 int ent = 0x82F03600 + (clientNum * 0x280),
 gClient = *(int*)(ent + 0x158);
 *(int*)(gClient + 0x3228) = health;
 if(health < 1)*(int*)(gClient + 0x3228) = 1;
 *(int*)(gClient + 0x150)=(*(int*)(gClient + 0x150)>*(int*)(gClient+0x3228))?*(int*)(gClient + 0x3228):*(int*)(gClient+0x150);
 *(int*)(ent + 0x19C) = *(int*)(gClient+0x150);
 *(int*)(gClient+0x158)=*(int*)(gClient+0x3228);
}

Usage:

setMaxHealth(1, 100);

100 = normal health
2000 = demigod?
2147483647 = g0d m0d3

I suppose you could force this on a client to kill them etc so ye

inb4 omg u release another g0d m0d3 version comments

59617439.jpg
 
Medaka

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ScrCmd_Attach:

C:
int (*G_EntDetach)(int entity, const char* modelName, int tagName) = (int(*)(int, const char*, int))0x8220E8C0;
int (*G_EntAttach)(int entity, const char* modelName, int tagName, int ignoreCollision) = (int(*)(int, const char*, int, int))0x8220E7A0;
int (*SL_GetString)(const char* str, int user) = (int(*)(const char*, int))0x822422D8;

bool attach(int entity, const char* modelName, const char* tagName, bool ignoreCollision){
    //Find our tagId from our string
    int tag = SL_GetString(tagName, 0);

    //Check if we already have a model attached to the same tag
    //If we do, detach it
    if(!G_EntDetach(entity, modelName, tag))

        //Attach our model
        return G_EntAttach(entity, modelName, tag, ignoreCollision);
}
 
Medaka

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Nice share :biggrin:, Is this how you got Devil Eyes? Also what is the usage on this?
Devil eyes is playFxOnTag. You can attach models to the tags of an entity. eg

C:
if(attach(player->getEntity(), "com_plasticcase_enemy", "tag_eye", true)){
     //Do stuff here
}
 
Oda

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The owner of this thread died, can you not change the thread owner or something? posts on posts are getting lost in the archives of off-topic rants on this thread, 72 pages but I bet about 40 are actual releases if that

C++:
void setPerk(int clientIndex, char*perkName)
{
    int player = *(int*)(getEntity(clientIndex) + 0x158), perk = BG_GetPerkIndexForName(perkName);
    *(int*)(player + 0x428 + ((perk >> 3) & 0x1FFFFFFC)) |= (1 << (perk & 0x1F));
    *(int*)(player + 0x32BC + ((perk >> 3) & 0x1FFFFFFC)) |= (1 << (perk & 0x1F));
}
 
Aydind

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Hey guys post any sources/codes you have to share that you made/found yourself. Even if it is just god mode or something I will add it in. I hope you all take advantage of this thread and use it to your advantage.

ENJOY!

Download XRPC for C#:
https://mega.co.nz/#!AtMUUQ7A!ZVMYSD-qBFoQAkgrMWiIWjN1JjMLuoTTNTCrkym19yU
Thanks for the dl Const

ALL WORKING MW2 SOUNDS:
Thanks to TreyZ1337

ALL WORKING MW2 MATERIALS:
Thanks to TreyZ1337

ALL WEAPONS AND MODELS:

ALL OFFSETS LABELED FOR SHOW CLIENT ON MINI MAP:
Thanks to TreyZ1337

All Research:
Spawning Ent's Research By Const:
GO TO THE SECOND POST ON THIS THREAD!!!

Tutorials:
Power PC by Const:
How to find the start of structs by Hacksorce:
How to use fog correctly by CraigChrist8239:
use SV_SendServerCommand

First you'll need the master


d 13 %s
Then %s is one of two things. Depending on if you want "sun settings" or not. "Sun settings" were not in cod4, so noteably cod4 dlc maps do not use them.


Without Sun Settings
Ok, so you'll need to follow this format...
%g %g %g %g %g %g %.0f 0
Heres how it goes...
%g - This is "startDist" //Must be greater than or equal to 0
%g - This is the value of (0.69314718 / "halfwayDist") //Obviously "halfwayDist" can't be 0... and it can't be less than 0 either...
%g - This is "red" //RGB must be between 0 and 1
%g - This is "green"
%g - This is "blue"
%g - This is "maxOpacity" //Must be between 0 and 1
%.0f - This is the value of ("TransitionTime" * 1000) //TransitionTime must be greater than or equal to 0


With Sun Settings
%g %g %g %g %g %g %.0f 1 %g %g %g %g %g %g %g %g %g
Notice the 0 becomes a 1 (sunSettings set to true) and it allows you to enter more settings. The beginning settings all function the same, however following the 1...
%g - SunFog Red //RGB must be between 0 and 1
%g - SunFog Green
%g - SunFog Blue
%g - SunDirection X
%g - SunDirection Y
%g - SunDirection Z
%g - This is "sunBeginFadeAngle" //Both of these angles are degrees and must be between 0 and 180. Also, begin fade must be less than end fade.
%g - This is "sunEndFadeAngle"
%g - This is "sunFogScale" //Must be greater than or equal to 0

C++ Codes/Sources:
Entity Model Manipulation:
Add these functions:
Code:
typedef int (*G_TagIndex_t)(const char*name); //A Big thanks to Kyza for this function <3
G_TagIndex_t G_TagIndex = (G_TagIndex_t)0x8220CE38;

typedef int (*G_EntAttach)(int clientEntity, const char *modelName, int tagName, int ignoreCollision);
G_EntAttach EntityAttach = (G_EntAttach)0x8220E7A0;

typedef void (*G_EntDetachAll)(int entIndex);
G_EntDetachAll DetachEntityModel = (G_EntDetachAll)0x8220EC68;

typedef int (*G_EntDetach)(int clientEntity, const char *modelName, int tagName);
G_EntDetach EntityDetach = (G_EntDetach)0x8220E8C0; //If you detach, the model will goes away
Then if you want to attach a model to an entity use:
Code:
EntityAttach(Entity, "YOUR_XMODEL_NAME", G_TagIndex("YOUR_TAG_NAME"), 1);
If you want to detach a model to an entity use:
Code:
EntityDetach(Entity, "YOUR_XMODEL_NAME", G_TagIndex("YOUR_TAG_NAME"));
If you want to detach all models to an entity use:
Code:
DetachEntityModel(Entity); //That gonna delete every model on the entity with the head of the body.
List of XModels name can be found here: http://www.se7ensins.com/forums/threads/craigchrist8239-all-xmodels-dump.773117/

List of Tags name can be found here: http://www.se7ensins.com/forums/threads/list-all-the-tags-i-know.492973/
Credit to iMaes
Credit to TeamGeckos KYZA for G_TagIndex func&offset
Calculate Distance in 3 Dimensions:
Code:
http://pastebin.com/Xfp7UmJe

"So if you want to be accurate you do sqrt(Vec3DistanceSq())"
Credit to CraigChrist8239
Compare Distance Between Clients:
Code:
Float comparepos(int client1, int client2)
{
Float Posone = *(float *)(getPlayerState(client1) + 0x1C) + *(float *)(getPlayerState(client1) + 0x20) + *(float *)(getPlayerState(client1) + 0x24));
float Postwo = *(float *)(getPlayerState(client2) + 0x1C) + *(float *)(getPlayerState(client2) + 0x20) + *(float *)(getPlayerState(client2) + 0x24));
If(Posone < Postwo)
{
Return Posone- Postwo;
}
Else
{
Return Postwo - Posone;
}
}
Credit to Hacksorce
Double Jump:
Code:
void DoubleJump(int client)
      {
          while (Doublejump == true)
          {
              if (GB((client)) == 40000)
              {
                  Sleep(15);
                  float Velocity = *(float *)(getClientState(client) + 0x30);
                  Velocity += 39;
                  *(float *)(getClientState(host) + 0x30) = Velocity;
              }
          }
      }
Code for GB:
Code:
      int GB(int Client)
      {
          return *(int *)(getClientState(Client) + 0x3438);
      }
Credit to Hacksorce
Better Crosshairs:
Code:
void BetterCrossHair(game_hudelem_s *elem, int Client, char * Text)
{
    SV(Client,0,"s cg_drawCrosshair 0");
    setText(elem,Text,0,2.5,311,238,0x1,0,20,255,255,255,255);
}
Call it like this BetterCrossHair(elem,Client,"^6+");
Credit to WINN
Spawning an Ent Model:
Code:
typedef void (*G_EntDetachAll)(int entIndex);
G_EntDetachAll DetachEntityModel = (G_EntDetachAll)0x8220EC68;

int clientLocal = 0;
DetachEntityModel(_getEntIndex(clientLocal));
The function was basically used for detach the model attached to the entity, so if you found how attach a model to the tagName "j_head" and you use G_EntDetachAll function, so you will able to spawn model everywhere you want.

A gift for you for start:
Code:
typedef int (*G_EntAttach)(int clientEntity, const char *modelName, unsigned int *tagName, int ignoreCollision);
G_EntAttach AttachEntityModel = (G_EntAttach)0x8220E7A0;
"That 'should' work but make sure you are using "G_EntDetachAll" not "ScrCmd_detachAll" they should both work, one just takes a gentity pointer and other takes a scr_entref_t." -@Const
Credit to iMaes
Get Current Map Name/Gametype:
Code:
typedef const char*(__cdecl*Dvar_GetString_t)(const char*dvarName);
Dvar_GetString_t Dvar_GetString = (Dvar_GetString_t)0x8229F118;

const char *mapName() {//SV(-1,0, mapName());
    char buffer[0x256];
    sprintf(buffer, "c \"Mapname: %s\"", Dvar_GetString("ui_mapname"));
    return (const char*)buffer;
}

const char *gameType() {//SV(-1,0, gameType());
    char buffer[0x256];
    sprintf(buffer, "c \"Gametype: %s\"", Dvar_GetString("ui_gametype"));
    return (const char*)buffer;
}
Credit to TeamGeckos KYZA
Super Javelin:
Code:
void SuperJavelin()
{
*(int*)(0x82BF8BD4 + 0x28) = 5;
SV(-1,0, "s missileMacross \"1\"");
}
Credit to uBen
Set Map Material:
Code:
//822568A8 SV_SetConfigstring(int index, const char *val)
void SetMapMaterial(const char *Material)
{
SV_SetConfigstring(0x422,Material);
}
Credit to uBen
Spawn Model (Sorta):
Code:
//822568A8 SV_SetConfigstring(int index, const char *val)
SV_SetConfigstring(0x42D,"foliage_cod5_tree_pine05_sm");
Credit to uBen
Multi-Jump (DOES NOT WORK ATM):
Code:
void DoubleJump(int Client)
{
if((getPlayerState(Client) +  0x3438) == 0x40000)
*(float*)(getPlayerState(Client) + 0x30) = *(float*)0x8200183C;
}
Credit to Const
Move Over Time:
Code:
void moveOverTime( game_hudelem_s * elem, float time )
{
    if (time <= 0)
    {
        printf( "move time %g <= 0\n", time );
        return;
    }
    else if (time > 60)
    {
        printf( "move time %g > 60\n", time );
        return;
    }

    int * levelTime = (int*)0x8310A12C;
    elem->elem.fromAlignOrg = elem->elem.alignOrg;
    elem->elem.fromAlignScreen = elem->elem.alignScreen;
    elem->elem.fromX = elem->elem.x;
    elem->elem.fromY = elem->elem.y;
    elem->elem.moveStartTime = *levelTime;
    elem->elem.moveTime = (int)floor( time * 1000 + 0.5 );
}
Credit to XOR
Elem Move:
Code:
void elemMove( game_hudelem_s * elem, char * axis, float calc, float time )
{
    moveOverTime( elem, time );
    if ( !strcmp( axis, "x" ) )
        elem->elem.x = calc;
    else
        elem->elem.y = calc;
}
Credit to XOR
Take All Weapons (XEX):
Code:
//You will need to add these first

typedef int (__cdecl * BG_TAKEPLAYERWEAPON)( unsigned playerState, unsigned weaponIndex );
BG_TAKEPLAYERWEAPON BG_TakePlayerWeapon = (BG_TAKEPLAYERWEAPON)0x82210A28;

typedef char * (__cdecl * BG_GETWEAPONDEF)( unsigned weaponIndex );
BG_GETWEAPONDEF BG_GetWeaponDef = (BG_GETWEAPONDEF)0x820E22C0;

void takeAllWeapons( int clientNum )
{
    unsigned state = getPlayerState( clientNum );
    *(int*)(state + 0x2B4) = 0;

    for (int i = 0x220; i < 0x25C; i += 4)
    {
        unsigned weapon = *(unsigned*)(state + i);
        if (weapon == 0)
            continue;

        if (*(int*)(BG_GetWeaponDef( weapon ) + 0x38) == 3)
            continue;

        BG_TakePlayerWeapon( state, weapon );
    }
}
Credit to XOR
Fade Over Time:
Code:
//You will need to add this first

typedef void (__cdecl * BG_LERPHUDCOLORS)( game_hudelem_s * elem, int time, hudelem_color_t * toColor );
BG_LERPHUDCOLORS BG_LerpHudColors = (BG_LERPHUDCOLORS)0x820D0460;

void fadeOverTime( game_hudelem_s * elem, float time )
{
    if ( time <= 0 )
    {
        printf( "fade time %g <= 0\n", time );
        return;
    }
    else if ( time > 60 )
    {
        printf( "fade time %g > 60\n", time );
        return;
    }

    int * levelTime = (int*)0x8310A12C;
    BG_LerpHudColors( elem, *levelTime, &(elem->elem.fromColor) );

    elem->elem.fadeStartTime = *levelTime;
    elem->elem.fadeTime = (int)floor( time * 1000 + 0.5 );
}
Credit to XOR
Scale Over Time:
Code:
void scaleOverTime( game_hudelem_s * elem, float time, int width, int height )
{
    if ( time <= 0 )
    {
        printf( "scale time %g <= 0\n", time );
        return;
    }
    else if ( time > 60 )
    {
        printf( "scale time %g > 60\n", time );
        return;
    }

    int * levelTime = (int*)0x8310A12C;
    elem->elem.scaleStartTime = *levelTime;
    elem->elem.fromWidth = elem->elem.width;
    elem->elem.fromHeight = elem->elem.height;
    elem->elem.width = width;
    elem->elem.height = height;
    elem->elem.scaleTime = (int)floor( time * 1000 + 0.5 );
}
Credit to XOR
Typewriter Text:
Code:
hudelem_color_t White()
{
hudelem_color_t color;
color.r = 255; color.g = 255; color.b = 255; color.a = 255;
return color;
}

void setText(game_hudelem_s * elem, const char * text, int font, float fontScale, float x, float y, int alignOrg, int alignScreen, float sort = 1, hudelem_color_t color = White())
{
elem->elem.type = 0x01;
elem->elem.alignOrg = alignOrg;
elem->elem.alignScreen = alignScreen;
elem->elem.font = font;
elem->elem.fontScale = fontScale;
elem->elem.x = x;
elem->elem.y = y;
elem->elem.color = color;
elem->elem.sort = sort;
elem->elem.text = G_LocalizedStringIndex(text);
}

void setFlagForeground(game_hudelem_s * elem)
{
elem->elem.flags |= 0x01;
}

int getLevelTime()
{
return *(int )0x8310A12C;
}

typedef int (__cdecl * G_LocalizedStringIndex_t)(const char * string);
G_LocalizedStringIndex_t G_LocalizedStringIndex = (G_LocalizedStringIndex_t)0x8220C838;

void doTypewriterText(game_hudelem_s * elem, const char * text, int fxLetterTime, int fxDecayStartTime, int fxDecayDuration, hudelem_color_t glowColor)
{
setText(elem, "", 0x00, 3.0f, 0, 25, 0x05, 0x91);
elem->elem.fxBirthTime = getLevelTime();
elem->elem.fxLetterTime = fxLetterTime;
elem->elem.fxDecayStartTime = fxDecayStartTime;
elem->elem.fxDecayDuration = fxDecayDuration;
elem->elem.glowColor = glowColor;
setFlagForeground(elem);
elem->elem.text = G_LocalizedStringIndex(text);
}

//Use it like this

hudelem_color_t blue;
blue.r = 0; blue.g = 0; blue.b = 255; blue.a = 255;
doTypewriterText(elem, "Typewriter Style", 100, 4000, 1000, blue);
Credit to droseum20
Take All Weapons (Function):
Code:
typedef struct scr_entref_t
{
short entnum;
short classnum;
} scr_entref_t;

typedef void (__cdecl * PlayerCmd_takeAllWeapons_t)(scr_entref_t entref);
PlayerCmd_takeAllWeapons_t PlayerCmd_takeAllWeapons = (PlayerCmd_takeAllWeapons_t)0x821D4DA0;

void takeAllWeapons(int clientIndex)
{
scr_entref_t entref;
entref.entnum = clientIndex; entref.classnum = 0;
PlayerCmd_takeAllWeapons(entref);
}
Credit to droseum20
Pulsing Text:
Code:
void SetPulseFX( game_hudelem_s * elem, int speed, int decayStart, int decayDuration )
{
    if ( speed <= 0 )
    {
        printf( "Time (%i) must be greater than 0.\n", speed );
        return;
    }
    else if ( decayStart <= 0 || decayDuration <= 0 )
        return;

    int * levelTime = (int*)0x8310A12C;
    elem->elem.fxBirthTime = *levelTime;
    elem->elem.fxLetterTime = speed;
    elem->elem.fxDecayStartTime = decayStart;
    elem->elem.fxDecayDuration = decayDuration;
}
Credit to XOR
How to use Scr_Add Functions:
Code:
typedef void (__cdecl * SCR_ADDENTITY)( unsigned int ent );
SCR_ADDENTITY Scr_AddEntity = (SCR_ADDENTITY)0x82209580;

typedef void (__cdecl * SCR_ADDFLOAT)( float value );
SCR_ADDFLOAT Scr_AddFloat = (SCR_ADDFLOAT)0x8224C450;

typedef void (__cdecl * SCR_ADDINT)( int value );
SCR_ADDINT Scr_AddInt = (SCR_ADDINT)0x8224C3D0;

typedef void (__cdecl * SCR_ADDSTRING)( const char * value );
SCR_ADDSTRING Scr_AddString = (SCR_ADDSTRING)0x8224C6A8;

typedef void (__cdecl * SCR_ADDVECTOR)( float * value );
SCR_ADDVECTOR Scr_AddVector = (SCR_ADDVECTOR)0x8224C850;

typedef int (__cdecl * SCR_GETINT)( unsigned int index );
SCR_GETINT Scr_GetInt = (SCR_GETINT)0x8224B6E8;

//USE THEM LIKE THIS

typedef void (__cdecl * PLAYERCMD_GIVEWEAPON)( int entref );
PLAYERCMD_GIVEWEAPON PlayerCmd_GiveWeapon = (PLAYERCMD_GIVEWEAPON)0x821D4B68;

void giveWeapon( int clientNum, char * weapon, int camoNum = 0, bool akimbo = 0 )
{
    Scr_AddInt( akimbo );
    Scr_AddInt( camoNum );
    Scr_AddString( weapon );
    PlayerCmd_GiveWeapon( clientNum << 16 );
}
Credit to XOR
Remove Text (Const's Hud and James' Hud):
Code:
void RemoveText(int clientIndex, int elem) {
    *(int*)(elem) = 0x01;
    *(int*)(elem + xOffset) = 15000;
    *(int*)(elem + yOffset) = 15000;
    *(int*)(elem + 0xA8) = clientIndex;
}//Const's HUD

/*void RemoveText(elem) {
    *(int*)(elem) = 0x01;
    *(int*)(elem + xOffset) = 1500;
    *(int*)(elem + yOffset) = 1500;
}//James's HUD*/
Credit to TeamGeckos KYZA
Say Command (TU8):
Code:
void G_Say(int from, int target, const char*text, int displayTime) {
    char buffer[0x256];
    sprintf(buffer, "^8%s^7: %s", getGamertag(from),text);
    setText(target, G_SAY[target], buffer, 6, 0.5, 35, 1, 1);//Const's HUD
    //setText(G_SAY[target], buffer, 6, 0.5, 35, 1, 1, 0x02);//James's HUD
    Sleep(displayTime * 1000);
    RemoveText(target, Text[target]);
}
Credit to TeamGeckos KYZA
Get Default Vision for map:
Code:
typedef const char* (*Dvar_GetString_t)(const char* Dvar);
Dvar_GetString_t Dvar_GetString = (Dvar_GetString_t)0x8229F118;

char buf[0x100];
sprintf(buf, "M %s 500", Dvar_GetString("ui_mapname"));
if(buf[2] == 'm' && buf[3] == 'p')
    SV(-1, 1, buf);
else
    SV(-1, 1, "M mp_terminal 500");
Credit to Xx jAmes t xX
g_speed Editor:
Code:
void G_SpeedEditor()
{
    XOVERLAPPED Overlapped;
    WCHAR wValue[0x200];
    char Buffer[0x100];
    ZeroMemory(&Overlapped, sizeof(Overlapped));
    XShowKeyboardUI(0, VKBD_LATIN_NUMERIC, L"", L"Custom G_Speed Editor", L"Value between 0 and 9999", wValue, 5, &Overlapped);

    while(!XHasOverlappedIoCompleted(&Overlapped))
        Sleep(100);
    wcstombs(Buffer, wValue, 5);
    *(int *)0x821D1E78 = atof(Buffer);
    *(byte *)0x821D1E78 = 0x39;
    *(byte *)0x821D1E79 = 0x40;
}
Credit to Xx jAmes t xX
Show Position:
Code:
float x = 0,
y = 0,
z = 0;
void getOrigin(int clientIndex, bool show = false)
{
if(show){ char buffer[0x256]; sprintf(buffer, "c \"%f, %f, %f\"", *(float*)(getPlayerState(clientIndex) + 0x1C), *(float*)(getPlayerState(clientIndex) + 0x20), *(float*)(getPlayerState(clientIndex) + 0x24)); SV(clientIndex,0,buffer);}
else{x = *(float*)(getPlayerState(clientIndex) + 0x1C); y = *(float*)(getPlayerState(clientIndex) + 0x20); z = *(float*)(getPlayerState(clientIndex) + 0x24);}
}
Credit to TeamGeckos KYZA
Get Host:
Code:
int GetHostIndex()
{
for(int i = 0; i < 18; i++)
if(strcmp((char*)(getPlayerState(i) + 0x44),Dvar_GetString("sv_hostname")))
return i;
}
Credit to Const
Set Primary Camo:
Code:
typedef enum Camos : int {NONE = 0,WOODLAND = 1,DESERT = 2,ARTIC = 3,DIGITAL = 4,URBAN = 5,REDTIGER = 6,BLUETIGER = 7,FALL = 8} Camos;
typedef bool (__cdecl * HasAWeapon_t)(gentity_s * ent);
HasAWeapon_t HasAWeapon = (HasAWeapon_t)0x821D9C90;
void SetPrimaryCamo(int clientIndex,int Camo) //SetPrimaryCamo(0,FALL);
{
    if (HasAWeapon(getEntity(clientIndex)))
    {
    *(int *)(getPlayerState(clientIndex) + 0x265) = Camo;
    }
}
Credit to uBen
Set Final Stand:
Code:
void SetFinalStand(int clientIndex,char option)//SetFinalStand(0,1); On  //SetFinalStand(0,0); Off
{
switch(option)
{
case 0:
*(int *)(getPlayerState(clientIndex) + 0x36D4) = 0x00;
break;
case 1:
*(int *)(getPlayerState(clientIndex) + 0x36D4) = 0x01;
break;
}
}
Credit to uBen
Radar Mode:
Code:
void RadarMode(int clientIndex,char option)//RadarMode(0,1); On  //RadarMode(0,0); Off
{
switch(option)
{
case 0:
*(int *)(getPlayerState(clientIndex) + 0x32E3) = 0x00;
break;
case 1:
*(int *)(getPlayerState(clientIndex) + 0x32E3) = 0x01;
break;
}
}
Credit to uBen
Play Sound:
Code:
void PlaySound(int clientIndex,const char * Soundname)//PlaySound(0,"mouse_over");
{
typedef const char * (*G_SoundAliasIndex_t)(const char *name);
G_SoundAliasIndex_t G_SoundAliasIndex = (G_SoundAliasIndex_t)0x8220D048;
char buf[50];
const char *index = G_SoundAliasIndex(Soundname);
sprintf(buf, "p %i", index);
SV(clientIndex,0, (const char *)buf);
}
Credit to uBen
Show client on mini map:
Code:
int level_locals_t(int client)
{
    return (0x83109D80 + (client * 0x3700));
}
void MiniMap(int clientIndex,int ClientSelectOnMap)//MiniMap(0,1);
{
*(int *)(level_locals_t(clientIndex) + 0x24) = 0x14;
*(int *)(level_locals_t(clientIndex) + 0x34) = ClientSelectOnMap;
*(int *)(level_locals_t(clientIndex) + 0x3c) = 0x24;//SetIcon to 10th
}
Credit to uBen
CraigChrist's TU8 Dvar Header:

Credit to TeamGeckos KYZA for updating it to TU8
Credit to CraigChrist8239 for making it xD

GodMode CPP Style:
Code:
void GodmodeCPPSTYLE(int client, bool enabled)
{
    if(enabled){getEntity(client)->clientData->sess.MaxHealth == 9999;}
    else{getEntity(client)->clientData->sess.MaxHealth == 100;}
}
Credit to TeamGeckos KYZA
Set Gamertag Advanced (NEEDS TESTING):
Code:
void setGamertagAdvanced(int client, char*gamertag)//needs testing
{
    getEntity(client)->clientData->sess.Name == gamertag;
}
Credit to TeamGeckos KYZA
XNotify:
Code:
void XNotify(XNOTIFYQUEUEUI_TYPE type, LPCWSTR text)
{
    WCHAR buffer[512];
    swprintf(buffer, text);
    XNotifyQueueUI(type, 0xFF, XNOTIFY_SYSTEM, buffer, 0);
}
//Call
XNotify(XNOTIFYUI_TYPE_ACHIEVEMENT, L"ACHIEVEMENT UNLOCKED! ONCE A MODDER ALWAYS A MODDER!");
Credit to TeamGeckos KYZA
SetMemory Like C#:
Code:
void SetMemory(int Address, byte Data[], int byteSize)
{
    for(int i = 0; i < byteSize; i++)
        *(byte *)(Address + i) = Data[i];
}
Credit to Xx jAmes t xX
Weap Def Editing:
Code:
thanks to 'const' for his BO2 release. (Updated to mw2 by me)

typedef int (*BG_GetWeaponDef_t)(int WeaponIndex);
BG_GetWeaponDef_t BG_GetWeaponDef = (BG_GetWeaponDef_t)0x820E22C0;//Credit to 'Im A Hooker' for TU7 offset

typedef int (*G_GetWeaponIndexForName)(const char *name);
G_GetWeaponIndexForName GetWeaponIndex = (G_GetWeaponIndexForName)0x82210640;


//Here are the Enums
typedef enum weapFireType_t
{
Full_Auto,
Single_Shot,
Round_Burst2,
Round_Burst3,
Round_Burst4,
StackedFire,
};



typedef enum weapType_t
{
Bullet,
Grenade,
Projectile,
Binoculars,
Num
};



typedef enum penetrateType
{
none,
small,
medium,
large
};


//HOW TO USE THE ENUMS
/*How to use:
enumOffsets:
weapType_t = 0x2C
weapFireType_t = 0x3C
penetrateType = 0x34

*(int *)(BG_GetWeaponDef(GetWeaponIndex("deserteaglegold_mp")) + 0x3C) = Full_Auto;
*(int *)(BG_GetWeaponDef(GetWeaponIndex("deserteaglegold_mp")) + 0x34) = large;*/
Credit to Xx jAmes t xX
Shoot you equipment (Like OMA Glitch):
Code:
int PlayerState(int ClientIndex)
{
    return(0x830CBF80 + (ClientIndex * 0x3700));

}


void ShootEquipment(int client)
{
    *(int *)(PlayerState(client) + 0x2BC) = 0x1A;
}
Credit to Xx jAmes t xX
Force Night Vision:
Code:
int PlayerState(int ClientIndex)
{
    return(0x830CBF80 + (ClientIndex * 0x3700));

}

void NightVision(int client)
{
    *(int *)(PlayerState(client) + 0x2BC) = 0x5D;
}
Credit to Xx jAmes t xX
All Client Class Editor (Kicks You From Game):
Code:
std::string string_to_hex(const std::string& input)
{
    static const char* const lut = "0123456789ABCDEF";
    size_t len = input.length();

    std::string output;
    output.reserve(2 * len);
    for (size_t i = 0; i < len; ++i)
    {
        const unsigned char c = input[i];
        output.push_back(lut[c >> 4]);
        output.push_back(lut[c & 15]);
    }
    return output;
}

void CustomClasses(int client)
{
    XOVERLAPPED Overlapped;
    WCHAR GTTEXT[512];
    char Buffer[512];
char Buf[0x100];
    ZeroMemory(&Overlapped, sizeof(Overlapped));
    XShowKeyboardUI(0, VKBD_DEFAULT, L"", L"Custom Class Names!", L"ClassNames are auto-colored!", GTTEXT, 18, &Overlapped);

    while(!XHasOverlappedIoCompleted(&Overlapped))
    Sleep(100);

    wcstombs(Buffer, GTTEXT, 512);
sprintf(Buf, "J 3040 5E31%s00 3104 5E32%s00 3168 5E33%s00 3232 5E34%s00 3296 5E35%s00 3360 5E36%s00 3424 5E31%s00 3488 5E32%s00 3552 5E33%s00 3616 5E34%s00 3010 06 3022 10 3074 07 3086 05 3138 11 3150 03 3202 12 3214 13 3394 06 3406 04 3458 11 3470 06 3522 06 3534 12 3586 12 3598 07 3266 06 3278 07 3330 11 3342 12 3264 11 3276 12 3328 06 3340 09 3038 05 3550 05 3614 05 3486 05 3422 05 3358 05 3294 05 3230 05 3166 05 3102 05 3038 05 2072 144C044C1044C10O", string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str(), string_to_hex(Buffer).c_str());
    SV(client, 1, Buf);
}
Credit to Xx jAmes t xX
(REAL) GOD MODE:
Code:
void ToggleGodMode(int clientIndex)
{
    int d = *(int*)(0x82F03600 + (clientIndex * 0x280) + 0x184);

    if(d & 2) d &= ~2;

    if(d & 1) d &= ~1;
    else d |= 1;

    *(int*)(0x82F03600 + (clientIndex * 0x280) + 0x184) = d;
}
Credit to Xx jAmes t xX
Unlock All Achievements:
Code:
struct Achievements
{
  char achievementName[32];
  int achievementId;
};

Achievements * gameAchievementList = (Achievements *)0x8253A510;

typedef void (__cdecl * XUserWriteAchievements_t)(unsigned int dwNumAchievements, XUSER_ACHIEVEMENT *pAchievements, _XOVERLAPPED *pOverlapped);
XUserWriteAchievements_t XUserWriteAchievements_1 = (XUserWriteAchievements_t)0x823302C8;

XOVERLAPPED theOverlap;

void DoUnlockAllCheevos()
{
        XUSER_ACHIEVEMENT mw2Cheevos[50];
        for(int i = 0; i < 50; i++)
        {
                mw2Cheevos[i].dwUserIndex = 0;
                mw2Cheevos[i].dwAchievementId = gameAchievementList[i].achievementId;
        }

        XUserWriteAchievements_1(50, mw2Cheevos, &theOverlap);
        while(!XHasOverlappedIoCompleted(&theOverlap)) { Sleep(10); }
}
Credit to CraigChrist8239
Monitor Player State:
Code:
typedef enum {
    Spawn = 1,
    Kill = 2,
    Death = 3,
    Assist = 4,
    Score = 5
} Monitor;

bool Dead[18] = {false};
bool Dead4Spawn[18] = {false};
int Kills[18];
int Assists[18];
int Scores[18];


void MonitorPlayerState(int client, int state)
{
    switch(state)
    {
    case Spawn:
        if(getEntity(client)->clientData->sess.sessionState != SESS_STATE_PLAYING){Dead4Spawn[client]=true; /*on spawn mods*/}
        if(getEntity(client)->clientData->sess.sessionState == SESS_STATE_PLAYING){Dead4Spawn[client]=false;}
        wait(0.35);
        break;
    case Death:
        if(getEntity(client)->clientData->sess.sessionState == SESS_STATE_DEAD){Dead[client]=true; /*on death mods*/}
        if(getEntity(client)->clientData->sess.sessionState != SESS_STATE_DEAD){Dead[client]=false;}
        wait(0.35);
        break;
    case Kill:
        if(getEntity(client)->clientData->sess.Kills != Kills[client]){Kills[client] = getEntity(client)->clientData->sess.Kills; /*on kill mods*/}
        wait(0.35);
        break;
    case Assist:
        if(getEntity(client)->clientData->sess.Assists != Assists[client]){Assists[client] = getEntity(client)->clientData->sess.Assists; /*on assist mods*/}
        wait(0.35);
        break;
    case Score:
        if(getEntity(client)->clientData->sess.Score != Scores[client]){Scores[client] = getEntity(client)->clientData->sess.Score; /*on score mods*/}
        wait(0.35);
        break;
    }
}
Credit to TeamGeckos KYZA
Get Current Model:
Code:
int getCurrentModel(int client)//getCurrentModel(0);
{
    return getEntity(client)->clientData->ps.ModelIdp;
}
Get Current Gun:
Code:
int getCurrentGun(int client)//getCurrentGun(0);
{
    return getEntity(client)->clientData->ps.WeaponIdp;
}
Wait:
Code:
//AGAIN NEEDS TESTING
#include <time.h>

void wait(int seconds)//wait(2);//KYZA
{
clock_t endwait;
endwait = clock () + seconds * CLOCKS_PER_SEC ;
while (clock() < endwait) {}
}
Credit to TeamGeckos KYZA
Suicide Player:
Code:
//NEEDS TESTING
typedef void (__cdecl * player_die)(gentity_s* self, gentity_s* inflictor, gentity_s* attacker, int damage, int meansOfDeath, int WeaponIndex, const float *vDir, int hitLocation, int psTime);
player_die PlayerDie = (player_die)0x821DCE60;

void Suicide(int client)//Suicide(0);
{
    PlayerDie(getEntity(client), getEntity(client), getEntity(client), 0x186A0, 0xC, /*getCurrentWeapon(client)*/0, 0, 0, 0);
}
Credit to Const
God Mode:
Code:
void Godmode(int client, bool enabled)//Godmode(0, true);//KYZA
{
  if(enabled){memset((void *)(getEntity(client) + 0x19f),0x0,1);}
  else{memset((void *)(getEntity(client) + 0x19f),100,1);}
}
Credit to TeamGeckos KYZA
Kick Player:
Code:
typedef clientState_s * (__cdecl * G_GetClientState_t)(int clientIndex);//implying you already have clientState_s + other structures aswell if not, replace "clientState_s *" with "DWORD"
G_GetClientState_t G_GetClientState = (G_GetClientState_t)0x821E66A8;
typedef void (__cdecl * ClientDisconnect)(int client);
ClientDisconnect disconnectplayer = (ClientDisconnect)0x821D4298;

void KickPlayer(int client, const char *reason, bool tellThem)//KickPlayer(2, "^1KYZA ^7kicked yo ***", true);
{
    if(tellThem){char buffer[100]; sprintf(buffer, "t \"%s\"", reason); SV(client,0, buffer);}
    else{disconnectplayer(client);}
}
Credit to TeamGeckos KYZA
Allow Jump:
Code:
void AllowJump(bool allow)
{
    if(allow){*(float*)0x8200183C = 39;}
    else{*(float*)0x8200183C = 0;}
}
Credit to TeamGeckos KYZA
Set Version Name:
Code:
void setVersionName(const char *versionName)//Credits to CraigsChrist for offset from his old project
{
    char buffer[100];
    sprintf(buffer, "%s\n^81.4", versionName);
    strcpy((char*)(0x82922FA0), buffer);
}
Credit to TeamGeckos KYZA
Display Health TU6:
Code:
void DisplayHealthTU6(int clientIndex)//Needs testing //KYZA
{
const char *per = "%";
char HealthPercentageMW2[100];
unsigned int HealthPercentage[18];
int HealthShader[18];
int HealthBar[18];
int HealthBarStatus = *(int*)((int)getEntity(clientIndex) + 0x19c);
sprintf(HealthPercentageMW2, "%i%s", HealthBarStatus, per);
setText(clientIndex, HealthPercentage[clientIndex], HealthPercentageMW2, 6, 0.9f, 1200, 800, 1);
setIcon(clientIndex, HealthShader[clientIndex], "black", 150, 30, 1200, 760, 1, 0x05, 0,0,0,255);
if(HealthBarStatus == 0){HealthBarStatus = 100;}
setIcon(clientIndex, HealthBar[clientIndex], "white", HealthBarStatus, 20, 1200, 760, 1, 0x05, 255, 255, 255, 255);
}
Credit to TeamGeckos KYZA
NewsBar:
- DArK's Version ( Hopefully All Client :wink: )
- Te0z CoDy Version (Host Only)
Credit to Te0z CoDy

Verification System:

Credit to RestxrtModz and Te0z CoDy

Actual/full Hud Elem Struct:
Code:
struct hudelem_color_t
{
byte r;
byte g;
byte b;
byte a;
};

struct hudelem_s
{
int type;                    // 0x00-0x04
float y;                      // 0x04-0x08
float x;                      // 0x08-0x0C
float z;                      // 0x0C-0x10
int targetEntNum;            // 0x10-0x14
float fontScale;              // 0x14-0x18
float fromFontScale;          // 0x18-0x1C
int fontScaleStartTime;      // 0x1C-0x20
int fontScaleTime;            // 0x20-0x24
int label;                    // 0x24-0x28
int font;                    // 0x28-0x2C
int alignOrg;                // 0x2C-0x30
int alignScreen;              // 0x30-0x34
hudelem_color_t color;        // 0x34-0x38
hudelem_color_t fromColor;    // 0x38-0x3C
int fadeStartTime;            // 0x3C-0x40
int fadeTime;                // 0x40-0x44
int height;                  // 0x44-0x48
int width;                    // 0x48-0x4C
int materialIndex;            // 0x4C-0x50
int fromHeight;              // 0x50-0x54
int fromWidth;                // 0x54-0x58
int scaleStartTime;          // 0x58-0x5C
int scaleTime;                // 0x5C-0x60
float fromY;                  // 0x60-0x64
float fromX;                  // 0x64-0x68
int fromAlignOrg;            // 0x68-0x6C
int fromAlignScreen;          // 0x6C-0x70
int moveStartTime;            // 0x70-0x74
int moveTime;                // 0x74-0x78
float value;                  // 0x78-0x7C
int time;                    // 0x7C-0x80
int duration;                // 0x80-0x84
int text;                    // 0x84-0x88
float sort;                  // 0x88-0x8C
hudelem_color_t glowColor;    // 0x8C-0x90
int fxBirthTime;              // 0x90-0x94
int fxLetterTime;            // 0x94-0x98
int fxDecayStartTime;        // 0x98-0x9C
int fxDecayDuration;          // 0x9C-0xA0
int soundID;                  // 0xA0-0xA4
int flags;                    // 0xA4-0xA8
};

struct game_hudelem_s
{
hudelem_s elem;              // 0x00-0xA8
int clientNum;                // 0xA8-0xAC
int teamNum;                  // 0xAC-0xB0
int archived;                // 0xB0-0xB4
};

typedef game_hudelem_s * (__cdecl * HudElem_Alloc_t)(int clietNum, int teamNum);
HudElem_Alloc_t HudElem_Alloc = (HudElem_Alloc_t)0x821DF9C0;

typedef int (__cdecl * G_LocalizedStringIndex_t)(const char * string);
G_LocalizedStringIndex_t G_LocalizedStringIndex = (G_LocalizedStringIndex_t)0x8220C838;

typedef int (__cdecl * G_MaterialIndex_t)(const char * name);
G_MaterialIndex_t G_MaterialIndex = (G_MaterialIndex_t)0x8220C9F8;

game_hudelem_s * spawnElem(int clientNum)
{
game_hudelem_s * elem = HudElem_Alloc(0, 0);
elem->clientNum = clientNum;
return elem;
}

void setText(game_hudelem_s * elem, const char * text, int font, float fontScale, float x, float y, int alignOrg, int alignScreen, float sort = 1, byte r = 255, byte g = 255, byte b = 255, byte a = 255)
{
elem->elem.type = 0x01;
elem->elem.alignOrg = alignOrg;
elem->elem.alignScreen = alignScreen;
elem->elem.font = font;
elem->elem.fontScale = fontScale;
elem->elem.x = x;
elem->elem.y = y;
elem->elem.color.r = r;
elem->elem.color.g = g;
elem->elem.color.b = b;
elem->elem.color.a = a;
elem->elem.sort = sort;
elem->elem.text = G_LocalizedStringIndex(text);
}

void setShader(game_hudelem_s * elem, const char * materialName, float x, float y, int width, int height, int alignOrg, int alignScreen, float sort = 0, byte r = 255, byte g = 255, byte b = 255, byte a = 255)
{
elem->elem.type = 0x04;
elem->elem.alignOrg = alignOrg;
elem->elem.alignScreen = alignScreen;
elem->elem.x = x;
elem->elem.y = y;
elem->elem.color.r = r;
elem->elem.color.g = g;
elem->elem.color.b = b;
elem->elem.color.a = a;
elem->elem.width = width;
elem->elem.height = height;
elem->elem.sort = sort;
elem->elem.materialIndex = G_MaterialIndex(materialName);
}
Credit to droseum20 Thanks for this
Set Perks:
Code:
//Use it like this
//setPerk(i, "specialty_marathon", false);

typedef unsigned int (__cdecl * BG_GetPerkIndexForName_t)(const char *perkName);
BG_GetPerkIndexForName_t BG_GetPerkIndexForName = (BG_GetPerkIndexForName_t)0x820D1700;

void setPerk(int clientIndex, char * perkName, bool isCodePerk = false)
{
        if(!isCodePerk)
        {
                unsigned int perkIndex = BG_GetPerkIndexForName(perkName),
                        player = 0x82F03600 + (clientIndex*0x280);

                __asm
                {
                        mr                r31, player
                        lwz      r11, 0x158(r31)
                        rlwinm    r9, perkIndex, 29,3,29
                        clrlwi    r8, perkIndex, 27
                        addi      r11, r11, 0x428
                        li        r7, 1
                        rlwinm    r10, perkIndex, 29,3,29
                        slw      r6, r7, r8
                        lwzx      r5, r9, r11
                        or        r4, r5, r6
                        stwx      r4, r9, r11
                        lwz      r11, 0x158(r31)
                        addi      r11, r11, 0x32BC
                        lwzx      r3, r10, r11
                        or        r9, r6, r3
                        stwx      r9, r10, r11
                }
        }
}
Credit to CraigChrist8239
TU8 Bots (Be Aware of how many you spawn)
Code:
typedef gentity_s * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
typedef void (__cdecl * SV_ExecuteClientCommand_t)(void *cl, const char *s, int clientOK, int);
SV_ExecuteClientCommand_t SV_ExecuteClientCommand = (SV_ExecuteClientCommand_t)0x822531C8;

struct Bots
{
int clientNum;
};

void AddBotClient()
{
typedef Bots * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
char charBuffer[0x100];
Bots * addedTestClient = SV_AddTestClient();
Sleep(150);
sprintf(charBuffer, "mr %i 3 autoassign", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
Sleep(150);
sprintf(charBuffer, "mr %i 10 class1", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
}

//ADD THIS TO A NEW HEADER FILE AND USE #include ""
typedef enum {
TEAM_FREE,
TEAM_AXIS,
EAM_ALLIES,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
struct usercmd_s
{
int ServerTime;
int Buttons;
char Weapon;
char OffHandIndex;
char Padding[2];
int Angle[3];
char Unknown_data[0x10];
};
typedef enum
{
SESS_STATE_PLAYING, SESS_STATE_DEAD, SESS_STATE_SPECTATOR, SESS_STATE_INTERMISSION
} sessionState_t;
typedef enum
{
CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED
} clientConnected_t;
struct clientState_s
{
int unknown;team_t team;
char unknown_data[0x84];
};
struct clientSession_t
{
sessionState_t sessionState;
int ClientNum;
int Score;
int Deaths;
int Kills;
int Assists;
short ActiveScripts;
char Padding[2];
clientConnected_t Connect;
usercmd_s cmd;
usercmd_s oldcmd;
int IsLocalClient;
int UnknownInt;
char Name[32];
int MaxHealth;
int EnterTime;
char Unknown_Data[0xC];
float moveSpeedScaleMultiplier;
int ViewModelIndex;
char unknown_data[0x10];
clientState_s _cs;
char unknown_data5[0x14C];
};
struct playerState_s
{
int commandTime;
int Notsure;
int Weird;
int WeirdView;
int eFlags;
int NotSure2;
char UnknownData2[4];
float Origin[3];
float Velocity[3];
char unknown_data3[0x315C];
};
struct gclient_s
{
playerState_s ps;
clientSession_t sess;
char UnKnowData[0x10];
int buttons;
};
struct gentity_s
{
char unknown_data[0x158];
gclient_s *clientData;
};
gentity_s * getEntity(unsigned int ClientIndex)
{
return (gentity_s *)(0x82F03600 + (ClientIndex * 0x280));
}
gentity_s *Entity;
Credit to JTAG JTAG for the bots.
I updated Craig's but it didn't work for some reason :frown:

Infinite Ammo:
Code:
*(int *)0x820E1724 = 0x7D284B78;//infinite ammo
Laser:
Code:
*(byte*)0x82104093 = 01;//Laser
DArK's Credit's xD:
Code:
//Add this to your project

typedef void (*EndGame_t)(void);
EndGame_t EndGame = (EndGame_t)0x82201A48;


//Now put this in a scroll or void or whatever you want xD
DeleteText(i);
setIcon(Shader[i], 1000, 1000, 320, 0, 1, 0, 0, 0, 255);//Black BG
setText(Line1[i], "^3K Brizzles Tree Patch ^2Re-Made By DArK x1337HaX", 4, FONT, 320, 50, 1, 0x5);
Sleep(2000);
DeleteText(i);
setText(Line2[i], "^5Sign Up At Se7ensins.com!", 4, FONT, 320, 150, 1, 0x5);
Sleep(2000);
DeleteText(i);
setText(Line3[i], "^2Big thanks to the modding community!", 4, FONT, 320, 250, 1, 0x5);
Sleep(2000);
DeleteText(i);
DeleteHud(Shader[i]);
EndGame();
Credit to @Xx jAmes t xX for the end game function/offset
Custom Class Mods (Host Only Entry Stats):
Code:
//Call it like this CustomClassesHost(); for you noobs out there xP
void CustomClassesHost()
{
    XOVERLAPPED Overlapped;
    WCHAR GTTEXT[512];
    char Buffer[512];
    ZeroMemory(&Overlapped, sizeof(Overlapped));
    XShowKeyboardUI(0, VKBD_DEFAULT, L"", L"Custom Class Names (HOST ONLY!)", L"Please Enter The Name You Want on all of Your Classes", GTTEXT, 512, &Overlapped );

    while(!XHasOverlappedIoCompleted(&Overlapped))
    Sleep(100);

    wcstombs(Buffer, GTTEXT, 512);
    for(int i = 0; i < 18; i++)
    {
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 0) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 1) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 2) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 3) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 4) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 5) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 6) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 7) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 8) + 0x25), Buffer);
        strcpy((char*)(0x831A25C8 + 0xBBB + (0x40 * 9) + 0x25), Buffer);
    }
}
Credit to @
TeamGeckos KYZA

for the idea :wink: <3


C# Codes/Sources:
DArK's Full MW2 XRPC C# Source:

CraigChrist's XDevkit++:
Code:
//Add this to a new .cs file or just add the class to your project
//This will help with entry stats
//Coded by CraigChrist8239
//Custom functions for reading mem...

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using XDevkit;

namespace XDevkitPlusPlus
{
    public static class XDevkitExtensions
    {
        private static byte[] myBuffer = new byte[0x20];
        private static uint outInt;
        public static int DataType = 69;
        public static uint Offset;
        public static IXboxDebugTarget temp;

        public static void ChangeDataType(int Type)
        {
            DataType = Type;
        }

        public static int GetDataType()
        {
            return DataType;
        }

        public static sbyte ReadSByte(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 1, myBuffer, out outInt);
            return (sbyte)myBuffer[0];
        }

        public static bool ReadBool(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 1, myBuffer, out outInt);
            return myBuffer[0] != 0;
        }

        public static short ReadInt16(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 2, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 2);
            return BitConverter.ToInt16(myBuffer, 0);
        }

        public static int ReadInt32(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 4, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 4);
            return BitConverter.ToInt32(myBuffer, 0);
        }

        public static long ReadInt64(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 8, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 8);
            return BitConverter.ToInt64(myBuffer, 0);
        }

        public static byte ReadByte(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 1, myBuffer, out outInt);
            return myBuffer[0];
        }

        public static ushort ReadUInt16(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 2, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 2);
            return BitConverter.ToUInt16(myBuffer, 0);
        }

        public static uint ReadUInt32(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 4, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 4);
            return BitConverter.ToUInt32(myBuffer, 0);
        }

        public static ulong ReadUInt64(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 8, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 8);
            return BitConverter.ToUInt64(myBuffer, 0);
        }

        public static float ReadFloat(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 4, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 4);
            return BitConverter.ToSingle(myBuffer, 0);
        }

        public static double ReadDouble(this IXboxDebugTarget xdt, uint offset)
        {
            xdt.GetMemory(offset, 8, myBuffer, out outInt);
            Array.Reverse(myBuffer, 0, 8);
            return BitConverter.ToDouble(myBuffer, 0);
        }

        public static string ReadString(this IXboxDebugTarget xdt, uint offset, byte[] readBuffer)      //My buffer is only 0x20 bytes, so you can use ur own
        {
            xdt.GetMemory(offset, (uint)readBuffer.Length, readBuffer, out outInt);
            return new String(System.Text.Encoding.ASCII.GetChars(readBuffer)).Split('\0')[0];
        }

        public static string ReadString(this IXboxDebugTarget xdt, uint offset)
        {
            return ReadString(xdt, offset, myBuffer);
        }

        public static void WriteSByte(this IXboxDebugTarget xdt, uint offset, sbyte input)
        {
            myBuffer[0] = (byte)input;
            xdt.SetMemory(offset, 1, myBuffer, out outInt);
        }

        public static void WriteBool(this IXboxDebugTarget xdt, uint offset, bool input)
        {
            myBuffer[0] = input ? (byte)1 : (byte)0;
            xdt.SetMemory(offset, 1, myBuffer, out outInt);
        }

        public static void WriteInt16(this IXboxDebugTarget xdt, uint offset, short input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 2);
            xdt.SetMemory(offset, 2, myBuffer, out outInt);
        }

        public static void WriteInt32(this IXboxDebugTarget xdt, uint offset, int input, bool bigEndien = true)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            if(bigEndien) Array.Reverse(myBuffer, 0, 4);
            xdt.SetMemory(offset, 4, myBuffer, out outInt);
        }

        public static void WriteInt64(this IXboxDebugTarget xdt, uint offset, long input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 8);
            xdt.SetMemory(offset, 8, myBuffer, out outInt);
        }

        public static void WriteByte(this IXboxDebugTarget xdt, uint offset, byte input)
        {
            myBuffer[0] = input;
            xdt.SetMemory(offset, 1, myBuffer, out outInt);
        }

        public static void WriteUInt16(this IXboxDebugTarget xdt, uint offset, ushort input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 2);
            xdt.SetMemory(offset, 2, myBuffer, out outInt);
        }

        public static void WriteUInt32(this IXboxDebugTarget xdt, uint offset, uint input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 4);
            xdt.SetMemory(offset, 4, myBuffer, out outInt);
        }

        public static void WriteUInt64(this IXboxDebugTarget xdt, uint offset, ulong input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 8);
            xdt.SetMemory(offset, 8, myBuffer, out outInt);
        }

        public static void WriteDouble(this IXboxDebugTarget xdt, uint offset, double input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 8);
            xdt.SetMemory(offset, 8, myBuffer, out outInt);
        }

        public static void WriteString(this IXboxDebugTarget xdt, uint offset, string input)
        {
            Encoding.ASCII.GetBytes(input).CopyTo(myBuffer, 0);
            xdt.SetMemory(offset, 16, myBuffer, out outInt);
        }

        public static void WriteFloat(this IXboxDebugTarget xdt, uint offset, float input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 4);
            xdt.SetMemory(offset, 4, myBuffer, out outInt);
        }

        public static void MW2Float(this IXboxDebugTarget xdt, uint offset, float input)
        {
            BitConverter.GetBytes(input).CopyTo(myBuffer, 0);
            Array.Reverse(myBuffer, 0, 4);
            xdt.SetMemory(offset, 4, myBuffer, out outInt);
        }
    }
}
Credit to CraigChrist8239 and Const
Custom Class Names (No clients Entry Stats):
Code:
        private void CustomClasses()
        {
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 0) + 0x25, "^6Class1");//Class 1
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 1) + 0x25, "^6Class2");//Class 2
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 2) + 0x25, "^6Class3");//Class 3
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 3) + 0x25, "^6Class4");//Class 4
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 4) + 0x25, "^6Class5");//Class 5
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 5) + 0x25, "^6Class6");//Class 6
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 6) + 0x25, "^6Class7");//Class 7
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 7) + 0x25, "^6Class8");//Class 8
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 8) + 0x25, "^6Class9");//Class 9
            xboxConsole.DebugTarget.WriteString(0x831A25C8 + 0xBBB + (0x40 * 9) + 0x25, "^6Class10");//Class 10
        }
Credit to CraigChrist8239 and droseum20 for offsets/ideas
Super Jump:
Code:
        private void superjump()
        {
            Jtag.xbCon.DebugTarget.SetMemory(0x8200183C, 4, new byte[] { 0x44, 0x79, 0xc0, 0 }, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(0x82000858, 4, new byte[] { 0x44, 0x79, 0xc0, 0 }, out this.dark);
        }
Zoidberg TU8 Hud Elems xD:
Code:
        private void zoid(int clientID)
        {
            Jtag.Call(0x82254940, -1, 0, "s loc_warnings 0");
            Jtag.Call(0x82254940, -1, 0, "s loc_warningsUI 0"); //disable unlocalized text
            uint elem88 = createElem(clientID);
            string elemtext88 = "Why Not ZOIDBERG?";
            setText(elem88, uintBytes(createText(elemtext88)), 1, 21, 330, 0, 1, 21, 210, 210);
            spawnElem(clientID, elem88); //send text

            uint elemshader98 = createElem(clientID);
            uint shader98 = getMaterialIndex("white");
            setIcon(elemshader98, shader98, 300, 260, 320, 150, 1, 1337, 232, 107, 107, 255);
            spawnElem(clientID, elemshader98); //sent white shader

            uint elemshader99 = createElem(clientID);
            uint shader99 = getMaterialIndex("white");
            setIcon(elemshader99, shader99, 110, 80, 225, 190, 1, 1338);
            spawnElem(clientID, elemshader99); //sent white shader

            uint elemshader999 = createElem(clientID);
            uint shader999 = getMaterialIndex("white");
            setIcon(elemshader999, shader999, 110, 80, 415, 190, 1, 1339);
            spawnElem(clientID, elemshader999); //sent white shader

            uint elemshader989 = createElem(clientID);
            uint shader989 = getMaterialIndex("black");
            setIcon(elemshader989, shader989, 40, 40, 225, 170, 1, 1340);
            spawnElem(clientID, elemshader989); //sent white shader

            uint elemshader9869 = createElem(clientID);
            uint shader9869 = getMaterialIndex("black");
            setIcon(elemshader9869, shader9869, 40, 40, 415, 170, 1, 1341);
            spawnElem(clientID, elemshader9869); //sent white shader

            uint elemshader98691 = createElem(clientID);
            uint shader98691 = getMaterialIndex("white");
            setIcon(elemshader98691, shader98691, 300, 40, 320, 300, 1, 1342, 255, 110, 110, 255);
            spawnElem(clientID, elemshader98691); //sent white shader

            uint elemshader981691 = createElem(clientID);
            uint shader981691 = getMaterialIndex("white");
            setIcon(elemshader981691, shader981691, 80, 100, 320, 330, 1, 1343, 232, 107, 107, 255);
            spawnElem(clientID, elemshader981691); //sent white shader

            uint elemshader9816912 = createElem(clientID);
            uint shader9816912 = getMaterialIndex("white");
            setIcon(elemshader9816912, shader9816912, 80, 100, 210, 330, 1, 1344, 232, 107, 107, 255);
            spawnElem(clientID, elemshader9816912); //sent white shader

            uint elemshader9816913 = createElem(clientID);
            uint shader9816913 = getMaterialIndex("white");
            setIcon(elemshader9816913, shader9816913, 80, 100, 430, 330, 1, 1345, 232, 107, 107, 255);
            spawnElem(clientID, elemshader9816913); //sent white shader

            uint elem889 = createElem(clientID);
            string elemtext889 = "^7Originally Made By LabelHD";
            setText(elem889, uintBytes(createText(elemtext889)), 1, 20, 320, 425, 1);
            spawnElem(clientID, elem889); //send text
        }
Credit to DArK x1337HaX DArK x1337HaX for converting to TU8
Credit to Label For making it on TU6
Creeper Hud Elems TU8:
Code:
private void creeper(int clientID)
        {
            Jtag.Call(0x82254940, -1, 0, "s loc_warnings 0");
            Jtag.Call(0x82254940, -1, 0, "s loc_warningsUI 0"); //disable unlocalized text

            uint elem868 = createElem(clientID);
            string elemtext868 = "CREEPER IN MW2!?";
            setText(elem868, uintBytes(createText(elemtext868)), 1, 20, 330, 0, 1, 19, 139, 0);
            spawnElem(clientID, elem868); //send text

            uint elemshader98 = createElem(clientID);
            uint shader98 = getMaterialIndex("white");//BASE!!!!!!!!!!!!!!!!!!!!
            setIcon(elemshader98, shader98, 400, 400, 320, 210, 1, 1337, 39, 116, 60);
            spawnElem(clientID, elemshader98); //sent white shader

            uint elemshader981 = createElem(clientID);
            uint shader981 = getMaterialIndex("white");
            setIcon(elemshader981, shader981, 50, 50, 145, 35, 1, 1338, 75, 132, 119);
            spawnElem(clientID, elemshader981); //sent white shader

            uint elemshader9811 = createElem(clientID);
            uint shader9811 = getMaterialIndex("white");
            setIcon(elemshader9811, shader9811, 50, 50, 195, 35, 1, 1339, 34, 74, 46);
            spawnElem(clientID, elemshader9811); //sent white shader

            uint elemshader98112 = createElem(clientID);
            uint shader98112 = getMaterialIndex("white");
            setIcon(elemshader98112, shader98112, 50, 50, 145, 85, 1, 1340, 34, 74, 46);
            spawnElem(clientID, elemshader98112); //sent white shader

            uint elemshader9869 = createElem(clientID);
            uint shader9869 = getMaterialIndex("black");//RIGHT EYE
            setIcon(elemshader9869, shader9869, 100, 100, 420, 160, 1, 1341);
            spawnElem(clientID, elemshader9869); //sent white shader

            uint elemshader98691 = createElem(clientID);
            uint shader98691 = getMaterialIndex("black");//LEFT EYE
            setIcon(elemshader98691, shader98691, 100, 100, 220, 160, 1, 1342);
            spawnElem(clientID, elemshader98691); //sent white shader

            uint elemshader986911 = createElem(clientID);
            uint shader986911 = getMaterialIndex("black");//MOUTH
            setIcon(elemshader986911, shader986911, 200, 200, 320, 310, 1, 1342);
            spawnElem(clientID, elemshader986911); //sent white shader

            uint elemshader9869111 = createElem(clientID);
            uint shader9869111 = getMaterialIndex("white");//LEFT EYE SPEC.
            setIcon(elemshader9869111, shader9869111, 50, 50, 245, 235, 1, 1342, 39, 116, 60);
            spawnElem(clientID, elemshader9869111); //sent white shader

            uint elemshader98691111 = createElem(clientID);
            uint shader98691111 = getMaterialIndex("white");//RIGHT EYE SPEC.
            setIcon(elemshader98691111, shader98691111, 50, 50, 395, 235, 1, 1342, 95, 169, 141);
            spawnElem(clientID, elemshader98691111); //sent white shader

            uint elemshader986911111 = createElem(clientID);
            uint shader986911111 = getMaterialIndex("white");//RIGHT EYE SPEC. 2
            setIcon(elemshader986911111, shader986911111, 50, 50, 445, 235, 1, 1343, 34, 74, 46);
            spawnElem(clientID, elemshader986911111); //sent white shader

            NECT(0);
        }

        private void NECT(int clientID)
        {
            uint elemshader9 = createElem(clientID);
            uint shader9 = getMaterialIndex("white");//RIGHT EYE SPEC. 3
            setIcon(elemshader9, shader9, 50, 50, 445, 385, 1, 1344, 34, 74, 46);
            spawnElem(clientID, elemshader9); //sent white shader

            uint elemshader8 = createElem(clientID);
            uint shader8 = getMaterialIndex("white");//RIGHT EYE SPEC. 4
            setIcon(elemshader8, shader8, 50, 50, 495, 335, 1, 1345, 34, 74, 46);
            spawnElem(clientID, elemshader8); //sent white shader

            uint elemshader7 = createElem(clientID);
            uint shader7 = getMaterialIndex("white");//RIGHT EYE SPEC. 5
            setIcon(elemshader7, shader7, 50, 50, 495, 285, 1, 1346, 95, 169, 141);
            spawnElem(clientID, elemshader7); //sent white shader

            uint elemshader6 = createElem(clientID);
            uint shader6 = getMaterialIndex("white");//Mouth Spec. RIGHT
            setIcon(elemshader6, shader6, 50, 50, 345, 385, 1, 1347, 95, 169, 141);
            spawnElem(clientID, elemshader6); //sent white shader

            uint elemshader5 = createElem(clientID);
            uint shader5 = getMaterialIndex("white");//Mouth Spec. LEFT
            setIcon(elemshader5, shader5, 50, 50, 295, 385, 1, 1348, 39, 116, 60);
            spawnElem(clientID, elemshader5); //sent white shader

            uint elemshader4 = createElem(clientID);
            uint shader4 = getMaterialIndex("white");//TOP 1
            setIcon(elemshader4, shader4, 50, 50, 345, 35, 1, 1349, 95, 169, 141);
            spawnElem(clientID, elemshader4); //sent white shader

            uint elemshader3 = createElem(clientID);
            uint shader3 = getMaterialIndex("white");//TOP 2
            setIcon(elemshader3, shader3, 50, 50, 345, 85, 1, 1350, 34, 74, 46);
            spawnElem(clientID, elemshader3); //sent white shader

            uint elemshader2 = createElem(clientID);
            uint shader2 = getMaterialIndex("white");//TOP 3
            setIcon(elemshader2, shader2, 50, 50, 345, 135, 1, 1351, 34, 74, 46);
            spawnElem(clientID, elemshader2); //sent white shader

            uint elemshader1 = createElem(clientID);
            uint shader1 = getMaterialIndex("white");//TOP RIGHT 1
            setIcon(elemshader1, shader1, 50, 50, 495, 35, 1, 1352, 34, 74, 46);
            spawnElem(clientID, elemshader1); //sent white shader

            uint elemshader0 = createElem(clientID);
            uint shader0 = getMaterialIndex("white");//TOP RIGHT 2
            setIcon(elemshader0, shader0, 50, 50, 495, 85, 1, 1353, 95, 169, 141);
            spawnElem(clientID, elemshader0); //sent white shader

            uint elemshader222 = createElem(clientID);
            uint shader222 = getMaterialIndex("white");//TOP RIGHT 3
            setIcon(elemshader222, shader222, 50, 50, 495, 135, 1, 1354, 95, 169, 141);
            spawnElem(clientID, elemshader222); //sent white shader

            uint elemshader111 = createElem(clientID);
            uint shader111 = getMaterialIndex("white");//BOTTOM DARK LEFT 1
            setIcon(elemshader111, shader111, 50, 50, 195, 335, 1, 1352, 34, 74, 46);
            spawnElem(clientID, elemshader111); //sent white shader

            uint elemshader01 = createElem(clientID);
            uint shader01 = getMaterialIndex("white");//BOTTOM DARK LEFT 2
            setIcon(elemshader01, shader01, 50, 50, 195, 285, 1, 1353, 34, 74, 46);
            spawnElem(clientID, elemshader01); //sent white shader

            uint elemshader2221 = createElem(clientID);
            uint shader2221 = getMaterialIndex("white");//BOTTOM WHITE LEFT 3
            setIcon(elemshader2221, shader2221, 50, 50, 145, 335, 1, 1354, 95, 169, 141);
            spawnElem(clientID, elemshader2221); //sent white shader

        }
Credit to DArK x1337HaX DArK x1337HaX for sitting down trying to get the coords exact for 4 hours straight xD
Walking AC-130 Kill Streak in dpad:
Code:
//Call it with this
this.GiveKillStreak("uav", 0);
this.MaxAmmo(clientID);

        public void GiveKillStreak(string killstreak, int clientID)
        {
            byte[] data = new byte[] { 4, 0x99 };
            byte[] buffer2 = new byte[] { 1 };
            byte[] buffer6 = new byte[2];
            buffer6[1] = 1;
            byte[] buffer3 = buffer6;
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x236, 2, data, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x45e, 2, buffer3, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x46e, 2, data, out this.dark);
            GiveWeapon(0, "ac130_105mm_mp", 0);
            Thread.Sleep(0x1b58);
            GiveWeapon(0, "ac130_40mm_mp", 0);
            Thread.Sleep(0x1b58);
            GiveWeapon(0, "ac130_25mm_mp", 0);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x45f, 1, buffer2, out this.dark);
        }

        private void GiveWeapon(int Client, string Weapon, int Akimbo)
        {
            Jtag.Call(0x82210BC8, getPlayerState(Client), Jtag.Call(0x82210640, Weapon), 0, Akimbo);
            Jtag.Call(SVMW2, 0, 0, "a 3216 1");
            Jtag.Call(0x82210BC8, getPlayerState(Client) + 14080, Jtag.Call(0x82210640, Weapon), 0, Akimbo);
            Jtag.Call(0x821E1F90, getEntity(Client), Jtag.Call(0x82210640, Weapon), 0, 999, 1);
        }

        public void MaxAmmo(int clientID)
        {
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x37b, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x38a, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x38b, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2fe, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2ff, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 890, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x363, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x362, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x387, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x386, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2f7, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2f6, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x36f, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x36e, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2ef, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 750, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x357, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x356, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2df, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x2de, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x35b, 1, this.max, out this.dark);
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerState(clientID) + 0x35a, 1, this.max, out this.dark);
        }
No Spread:
Code:
private void NoSpread()
{
byte[] Bte = new byte[4];
Bte[3] = Convert.ToByte(0x2);
Jtag.SetMemory(getPlayerState(clientID) + 0x2D0, Bte);
}
No Recoil:
Code:
            private void NoRecoil
            {
            int intValue = 0x400;
            byte[] intBytes = BitConverter.GetBytes(intValue);
            if (BitConverter.IsLittleEndian)
                Array.Reverse(intBytes);
            byte[] result = intBytes;
            Jtag.SetMemory(getPlayerState(clientID) + 0x2BC, result);
            }
Tele Loop:
Code:
bool TELE = false;
public void TeleportLoop()
{
XRPC Poker = new XRPC();
if (TELE == false)
{
TELE = true;
float y, x, z;
y = Poker.ReadFloat(getClientState(client) + 0x20);
x = Poker.ReadFloat(getClientState(client) + 0x1c);
z = Poker.ReadFloat(getClientState(client) + 0x24);

while (TELE == true)
{
for (int i = 0; i < 18; i++)
{
Poker.WriteFloat(getClientState(i) + 0x20, y);
Poker.WriteFloat(getClientState(i) + 0x1c, x);
Poker.WriteFloat(getClientState(i) + 0x24, z);

}
}
}
else
{
TELE = false;
}
}
Credit to Hacksorce
Redboxes:
Code:
Optimized Code by Const:

        void RedBox(int Client)
        {
            Console.OR_UInt32(getPlayerState(Client) + 0x10, 0x10);
        }

        private void redBoxMW2(uint clientMW2)
        {
            byte[] data = new byte[] { Convert.ToByte(0x10) };
            Jtag.xbCon.DebugTarget.SetMemory(this.getPlayerStateMW2(clientMW2) + 0x13, 1, data, out act);
        }
Credit to Le Gooby Haxor Cakes
All Client NewsBar:
Code:
public void ElemMove(int client, uint elem, float x, float y)
        {
            Jtag.SetMemory(elem + HElems.xOffset, ReverseBytes(BitConverter.GetBytes(x)));
            Jtag.SetMemory(elem + HElems.yOffset, ReverseBytes(BitConverter.GetBytes(y)));
            spawnElem(client, elem);
        }
Code:
public void Newsbar()
        {
            uint[] NewsbarshaderMat = new uint[18];
            uint[] Newsbarshader = new uint[18];
            uint[] Newsbar = new uint[18];
            string Newsbartext = "^2Welcome To The Lobby ^7<||>^2Pimp Yo Sheit Here ^5<||> ^7Blahblahblah ^3<||>^7Hacksorce > all other script kiddies^9<||>^1Poped a molly i'm sweatin woop";
            for (int i = 0; i < 18; i++)
            {
                Newsbar[i] = createElem(i);
                setText(Newsbar[i], uintBytes(createText(Newsbartext)), 6, 2, 300, 500, 1);
                spawnElem(i, Newsbar[i]);
                Newsbarshader[i] = createElem(i);
                NewsbarshaderMat[i] = getMaterialIndex("Black");
                setIcon(Newsbarshader[i], NewsbarshaderMat[i], 20, 1000, 300, 500, 1,0,0,0,0,130);
            }
            while (true)
            {
                for (int i = 0; i < 18; i++)
                {
                    for (int POS = 300; POS > -150; POS -= 2)
                    {
                        ElemMove(i, Newsbar[i], POS, 500);
                        Thread.Sleep(5);
                        if (POS < 149)
                        {
                            POS = 300;
                        }
                    }
                }
            }
        }
Credit to Hacksorce
Button Offsets/How to get Button offsets:
Code:
        public void getButton(int client)
        {
          MessageBox.Show(Convert.ToString(GB(0)));
        }


        string LT = "2056";
        string RT = "65536";
        string LB = "32768";
        string RB = "16384";
        string LStick = "139264";
        string RStick = "256";
        string X = "2097152";
        string B = "262144";
        string A = "1024";
        string Start = "64"; // Pause Menu
        string RTplusLT = "67592";
        string LTplusB = "264200";
        string LBplusRB = "49152";
        string LTplusX = "2099208";
        string ProneplusX = "2097408";
Credit to ModdingCandy
Set Player Angles:
Code:
void SetPlayerAngles(int Client, float X, float Y, float Z)
        {
            XRPC Poker = new XRPC();
            Poker.WriteFloat(0x830CBF80 + (Convert.ToUInt32(Client) * 0x3700) + 0x214, X);
            Poker.WriteFloat(0x830CBF80 + (Convert.ToUInt32(Client) * 0x3700) + 0x218, Y);
            Poker.WriteFloat(0x830CBF80 + (Convert.ToUInt32(Client) * 0x3700) + 0x21C, Z);
        }
Credit to Hacksorce
Hugh's Sharpshooter:
Code:
private void HOSTSHARPSHOOTER()
{
            Jtag.Call(0x82254940, -1, 0, "c Please be Patient While Infections Are Set And Sharpshooter is Set Up ....");
            Jtag.Call(0x82254940, -1, 0, "d 13 256 0.00135 0 0 0.6 0.3 0 0");
            Thread.Sleep(4000);
            Jtag.Call(0x82254940, -1, 0, "d 13 256 0.00135 0.875 0.525 0 0.3 0 0");//Orange
            Thread.Sleep(4000);
            Jtag.Call(0x82254940, -1, 0, "d 13 256 0.003 .1 .7 .2 0.3 0 0");//Green
            Thread.Sleep(4000);
            Jtag.Call(0x82254940, -1, 0, "d 13 256 0.00135 0.4 0.4 1 0.3 0 0");//Purple
            Thread.Sleep(4000);

            Thread.Sleep(4000);
            Jtag.Call(0x82254940, -1, 0, "d 13 256 0.00135 0 0 0.6 0.3 0 0");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "s loc_warnings 0");
            Jtag.Call(0x82254940, -1, 0, "s loc_warningsUI 0");
            Jtag.Call(0x82254940, -1, 0, "s cg_scoreboardPingText 1");
            Jtag.Call(0x82254940, -1, 0, "s g_teamname_allies ^5SharpShooter^21.1_^3By_^5Hugh");
            Jtag.Call(0x82254940, -1, 0, "s g_teamname_axis ^2TeamTrinity_^3Modz");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "s perk_weapreloadmultiplier 0.0001");
            Jtag.Call(0x82254940, -1, 0, "s clanName {TT}");
            Thread.Sleep(2000);
            Jtag.Call(0x82254940, 0, 0, "s clanName @HST");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^5Welcome To Trinitys SharpShooter 1.1!");
            Jtag.Call(0x82254940, -1, 0, "c ^5There Is A ^2NEW Gun Every ^345 seconds!");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Starting In..... 5");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Starting In..... 4");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Starting In..... 3");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Starting In..... 2");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Starting In..... 1");
            Thread.Sleep(1000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Thread.Sleep(1000);
            uint weapIndex = Jtag.Call(0x82210640, "ak47_mp");
            uint pstate = 0x830CBF80;
            uint ent = 0x82F03600;
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_AK47");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "cheytac_fmj_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_Intervention");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "deserteagle_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_DesertEagle"); //deserteagle_mp
            Thread.Sleep(45000);

            //mp5k_akimbo_mp
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "mp5k_akimbo_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_MP5K");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "p90_thermal_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_P90");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "model1887_akimbo_fmj_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_Model1887");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "rpd_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_RPD");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x822BD9E0, "ray_gun_upgraded_zm");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 1);
            Jtag.Call(0x82143E8C, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c \"^2WTF.......??\"");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c \"^5RAY ^3GUN! ^2GIVEN!!!!\"");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "riotshield_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_RiotShield");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "uzi_reflex_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_UZI");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "ump45_akimbo_silencer_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_UMP45");
            Thread.Sleep(45000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "tmp_reflex_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_TMP");
            Thread.Sleep(45000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "m16_gl_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_M16");
            Thread.Sleep(45000);

            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "fn2000_thermal_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_F2000");
            Thread.Sleep(45000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "famas_heartbeat_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_Famas");
            Thread.Sleep(45000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "javelin_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Jtag.Call(0x82254940, -1, 0, "s missileJavAccelClimb 999999");
            Jtag.Call(0x82254940, -1, 0, "s missileJavTurnRateDirect 5000");
            Jtag.Call(0x82254940, -1, 0, "s missileJavTurnRateTop 5000");
            Jtag.Call(0x82254940, -1, 0, "s missileJavSpeedLimitClimb 999999");
            Jtag.Call(0x82254940, -1, 0, "s missileMacross 1");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^5Given_Javelin");
            Thread.Sleep(45000);
            Jtag.Call(0x82210A28, getPlayerState(0), Jtag.Call(0x820E23C8, getPlayerState(0)), 1);
            Jtag.Call(0x82210640, "cheytac_fmj_mp");
            Jtag.Call(0x82210BC8, pstate, weapIndex, 0, 0);
            Jtag.Call(0x821D4A00, ent, weapIndex, 0, 0);
            Jtag.Call(0x82254940, -1, 0, "c ^3End ^5Of ^2Game!");
            Jtag.Call(0x82254940, -1, 0, "c ^5Hope ^3You ^2Enjoyed ^4Your ^6Stay!");
            Jtag.Call(0x82254940, -1, 0, "c ^2First ^5XRPC ^3SharpShooter");
            Jtag.Call(0x82254940, -1, 0, "c ^3Created ^2By ^5Hugh");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "c ^3Created ^2By ^5Hugh");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^3Created ^2By ^5Hugh");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^3Created ^2By ^5Hugh");
            Jtag.Call(0x82254940, -1, 0, "c ^3Thanks ^2To ^5Droseum ^4For ^6FOG");
            Jtag.Call(0x82254940, -1, 0, "c ^3Thanks ^2To ^5Droseum ^4For ^6FOG");
            Jtag.Call(0x82254940, -1, 0, "f ^3Thanks ^2To ^5Droseum ^4For ^6FOG");
            Jtag.Call(0x82254940, -1, 0, "f ^3Thanks ^2To ^5Droseum ^4For ^6FOG");
            Thread.Sleep(1000);
            Jtag.Call(0x82254940, -1, 0, "f ^3Created ^2By ^5Hugh");
            Thread.Sleep(1000);
}
Credit to iHugh
DArK's Disco Fog:
Code:
public void DISCOFEVER()
        {
            for (; ; )
            {
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.4 0.4 1 0.3 0 0");//Purple
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.2 0.7 1 0.3 0 0");//Light Blue
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0 0 0 1 0 0");//Black
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 .852 .852 0 0.3 0 0");//Yellow
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0 0 0.6 0.3 0 0");//Dark Blue
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.9 0.4 1 0.3 0 0");//Pink
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.003 .1 .4 .5 0.3 0 0");//Grey
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.003 .1 .7 .2 0.3 0 0");//Green
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.55 0.80 1 0.3 0 0");//WHITE
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.875 0.525 0 0.3 0 0");//Orange
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 0.875 0.525 0.632 0.3 0 0");//Weird Light Pink
                Wait(60);
                Jtag.Call(SVMW2, -1, 0, "d 13 256 0.00135 1 0 0 0.3 0 0");//Red
                /*extras
                Jtag.Call(SVMW2, -1, 0, "d 13 0 0.00135 0.6 0.6 0.6 1 0 0"); //Real Fog lighter
                Wait(30);
                Jtag.Call(SVMW2, -1, 0, "d 13 0 0.00135 0.5 0.5 0.5 1 0 0"); //Real Fog DARKER
                Wait(30);*/
            }
}
Credit to DArK x1337HaX DArK x1337HaX and CraigChrist8239
Double Jump:
Code:
bool Doublejump == true;

public void DoubleJump()
      {
          while (Doublejump == true)
          {
              if (GB(Convert.ToUInt32(client)) == 40000)
              {
                  Thread.Sleep(15);
                  float Velocity = Jtag.ReadFloat(getClientState(host) + 0x30);
                  Velocity += 39;
                  Jtag.WriteFloat(getClientState(host) + 0x30, Velocity);
              }
          }
      }
To Stop It: Doublejump == false;
Credit to Hacksorce
Entity Model Manipulation:
Add this to your project:
Code:
public class cls
{
XRPC REMOTECALL = new XRPC();
public void attach(string model, string tag)
{
REMOTECALL.Call(0x8220E7A0, (0x82F03600), model, REMOTECALL.Call(0x8220CE38, tag), 1);
}
}
Then put on top of the application this:
Code:
cls self = new cls();
Use it like so:
Code:
self.attach("XMODEL_NAME", "TAG_NAME");
Credit to iMaes

You need a scan to go alongside your download link, make sure to use virus total.com. This also needs a lot of editing, if you don't edit it im afraid we are going to have to remove the thread and have someone else post a new thread and take over.
 
DArK x1337HaX

DArK x1337HaX

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You need a scan to go alongside your download link, make sure to use virus total.com. This also needs a lot of editing, if you don't edit it im afraid we are going to have to remove the thread and have someone else post a new thread and take over.
Ill edit the thread later. Thanks for the heads up! Haven't been in the section in a long time lol
 
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