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    Easier effect removals
    Old 18th November 2009, 11:59 AM   #1
    s0beit
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    Easier effect removals

    No Smoke (undetected):
    Code:
    	if( g_Cvar.GetBoolean( "vis_nosmoke" ) )
    	{
    		*(DWORD *)0x007EAE54 = NULL;
    	}
    
    /*
    .text:0058DBBF                 push    offset aPropsAmerican_ ; "props/american_smoke_grenade_mp"
    .text:0058DBC4                 call    sub_473190
    .text:0058DBC9                 add     esp, 4
    .text:0058DBCC                 mov     g_SmokeShader, eax
    */
    
    /*
      if ( g_SmokeShader )
      {
        sub_434B10();
        sub_465E00(14, "Playing smoke grenades at time %i\n", dword_8586D0);
    */
    No Flash/Shock (undetected):
    Code:
    void NoFlash() //.data:007EA320 cg_drawShellshock
    {
    	ZeroCvar((cvar_mw_t *)*(DWORD *)0x007EA320);
    }
    No Blood on screen (undetected):
    Code:
    void NoSplatter() //.data:007EA2D0 cg_drawSplatter
    {
    	ZeroCvar((cvar_mw_t *)*(DWORD *)0x007EA2D0);
    }
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    Old 18th November 2009, 12:17 PM   #2
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    Good job man, thanks for posting, +rep if i could :\
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    Old 18th November 2009, 12:19 PM   #3
    s0beit
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    if u wanna help post model rec, i have not the patience
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    Old 18th November 2009, 12:31 PM   #4
    Wieter20
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    Quote:
    Originally Posted by s0beit View Post
    if u wanna help post model rec, i have not the patience
    currently having some problems going online:P
    so i cant log -.-'
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    Old 18th November 2009, 03:56 PM   #5
    SpawnZ
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    Quote:
    Originally Posted by s0beit View Post
    if u wanna help post model rec, i have not the patience
    I plan on starting model rec today also but I just remembered something about SINNER's COD4 hack in which he did model rec by searching for model strings in a function or something like that....I'm not positively sure and I could be incorrect. :/
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    Old 18th November 2009, 04:11 PM   #6
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    Quote:
    Originally Posted by SpawnZ View Post
    I plan on starting model rec today also but I just remembered something about SINNER's COD4 hack in which he did model rec by searching for model strings in a function or something like that....I'm not positively sure and I could be incorrect. :/
    Something to do with R_DrawXModelSkinnedCached( %s ) I don't even know if that is even in MW2
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    Old 18th November 2009, 05:07 PM   #7
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    Quote:
    Originally Posted by Big Dave View Post
    Something to do with R_DrawXModelSkinnedCached( %s ) I don't even know if that is even in MW2
    Would you happen to know any way of forcing a certain LOD for all distances? (eg: in CS:S using r_lod 2 makes it so all models use one NumVert for all distances, ergo only needing to find a single numvert)

    I've been looking through cod4wf2 and have found something similar and if I change it to 0 or 4 [high detail vs. no detail (my guess is no detail means it remains constant) ] I think I might be able to achieve the same effect, which would in turn cut down doing model rec.

    "r_forceLod" - "Force all level of detail to this level"

    Any comments, concerns, or feedback?

    Last edited by SpawnZ; 18th November 2009 at 05:25 PM.
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    Old 18th November 2009, 05:24 PM   #8
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    in cod4 and cod5 you could hook R_DrawXModelSkinnedCached i did it for cod5 but it would crash for cod4, i have searched in the iw4mp.exe but i cannot find it.

    doing d3d9 model rec might take along time
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    Old 18th November 2009, 05:33 PM   #9
    SpawnZ
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    Quote:
    Originally Posted by smoochy View Post
    in cod4 and cod5 you could hook R_DrawXModelSkinnedCached i did it for cod5 but it would crash for cod4, i have searched in the iw4mp.exe but i cannot find it.

    doing d3d9 model rec might take along time
    yes it would...guess you didn't read my previous post completely? :sleeping1:

    Last edited by SpawnZ; 18th November 2009 at 05:37 PM.
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    Old 18th November 2009, 05:37 PM   #10
    CallMeEclipse
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    back on topic: Good work s0beit +Reputation
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    Old 18th November 2009, 05:59 PM   #11
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    Quote:
    Originally Posted by CallMeEclipse View Post
    back on topic: Good work s0beit +Reputation
    we are on topic, plus sobeit even said himself about model rec. I was merely bringing up an idea about it...

    Also if anyone wants to go do model recs I'm down for anytime 7-9pm EST (U.S & Canada)
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    Old 18th November 2009, 08:26 PM   #12
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    Model Recs

    If Someone wants to do them make sure you do them at 3 different distances (Close, Near, far) and also the different Video quality settings.

    If you do it right the first time, you would save lots of people time, and earn MAD +REP.

    If someone needs someone to go into private game for a few hours I can do that tomorrow evening (US MST) or all day Friday.

    KozmoK
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    Old 18th November 2009, 08:32 PM   #13
    Wieter20
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    Quote:
    Originally Posted by Kozmo View Post
    If Someone wants to do them make sure you do them at 3 different distances (Close, Near, far) and also the different Video quality settings.

    If you do it right the first time, you would save lots of people time, and earn MAD +REP.

    If someone needs someone to go into private game for a few hours I can do that tomorrow evening (US MST) or all day Friday.

    KozmoK
    what about the weekend? =[
    im having long days at school tomorrow and the day after tomorrow...
    (gmt+1)
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    Old 19th November 2009, 06:04 AM   #14
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    Quote:
    Originally Posted by Kozmo View Post
    If Someone wants to do them make sure you do them at 3 different distances (Close, Near, far) and also the different Video quality settings.

    If you do it right the first time, you would save lots of people time, and earn MAD +REP.

    If someone needs someone to go into private game for a few hours I can do that tomorrow evening (US MST) or all day Friday.

    KozmoK
    I could help ya @ friday from 6pm ( gmt+1 ) to 4-7am
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    Old 19th November 2009, 03:44 PM   #15
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    well, im pretty sure you can force LOD, decent idea, but anyway,
    nosmoke seems to not work, ill fix it soon.
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    Old 30th November 2009, 07:05 PM   #16
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    YaY Thanx man! But i was wondering how to find the offsets of those 3 things?

    Like i got 'cg_drawShellshock'( 0x004D32BE ) from Nov... But i cant find out how the hell to find the offsets... cos if i search 'cg_drawShellshock' i get 0x004615DA and close to that there is on 0x004615E4 there is the address 0x00509EE0 but that points to a Sub that has no 0x004D32BE( 169 cg_drawShellshock address ) in it... and if we go back to 0x004615DA then we can see the address 0x006FA5DC and in that there is no 0x004D32BE( 169 cg_drawShellshock address )in it ether... and one address under it there is 0x9F2E24 but we go there and there is nothing at all...

    0x9F2E24:
    Code:
    009F2E24   0000             ADD BYTE PTR DS:[EAX],AL
    so i would just like to know how to find it... PLEASE lol
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    Old 30th November 2009, 08:15 PM   #17
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    Quote:
    Originally Posted by CyberDwak View Post
    YaY Thanx man! But i was wondering how to find the offsets of those 3 things?

    Like i got 'cg_drawShellshock'( 0x004D32BE ) from Nov... But i cant find out how the hell to find the offsets... cos if i search 'cg_drawShellshock' i get 0x004615DA and close to that there is on 0x004615E4 there is the address 0x00509EE0 but that points to a Sub that has no 0x004D32BE( 169 cg_drawShellshock address ) in it... and if we go back to 0x004615DA then we can see the address 0x006FA5DC and in that there is no 0x004D32BE( 169 cg_drawShellshock address )in it ether... and one address under it there is 0x9F2E24 but we go there and there is nothing at all...

    0x9F2E24:
    Code:
    009F2E24   0000             ADD BYTE PTR DS:[EAX],AL
    so i would just like to know how to find it... PLEASE lol
    You were you using the wrong address.
    Code:
    .text:004615D1                 push    offset aDrawShellshock ; "Draw shellshock & flashbang screen effe"...
    .text:004615D6                 push    4
    .text:004615D8                 push    1
    .text:004615DA                 push    offset aCg_drawshellsh ; "cg_drawShellshock"
    .text:004615DF                 mov     dword_9F2E24, eax
    .text:004615E4                 call    sub_509EE0
    .text:004615E9                 push    offset aDrawFlashWhenH ; "Draw flash when hit."
    .text:004615EE                 push    4
    .text:004615F0                 push    0
    .text:004615F2                 push    offset aCg_drawdamagef ; "cg_drawDamageFlash"
    .text:004615F7                 mov     dword_7EA320, eax
    The correct address is 0x7EA320. You have use the MOV instruction after the call to the cvar register function as that is moving the result of the call, which is held in the EAX register, into the corresponding address.
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    Old 30th November 2009, 09:50 PM   #18
    CyberDwak
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    OMG lol thanks man.. Quote from Nov "004D32BE |. A1 20A37E00 MOV EAX,DWORD PTR DS:[7EA320] ; cg_drawShellshock" lol i was using the Address 0x004D32BE and not the other one 0x7EA320 lol

    Thanks man! So would i be able to change any other cvar using this method?

    Wait... Im not sure i understand... So i would be useing the last line in this?:
    Code:
    004615DA  |. 68 DCA56F00    PUSH iw4mp.006FA5DC                      ;  ASCII "cg_drawShellshock"
    004615DF  |. A3 242E9F00    MOV DWORD PTR DS:[9F2E24],EAX
    004615E4  |. E8 F7880A00    CALL iw4mp.00509EE0
    004615E9  |. 68 8C5B7100    PUSH iw4mp.00715B8C                      ;  ASCII "Draw flash when hit."
    004615EE  |. 6A 04          PUSH 4
    004615F0  |. 6A 00          PUSH 0
    004615F2  |. 68 64886D00    PUSH iw4mp.006D8864                      ;  ASCII "cg_drawDamageFlash"
    004615F7  |. A3 20A37E00    MOV DWORD PTR DS:[7EA320],EAX
    ??? Because Im guessing 00509EE0 is the address for the cvar register?
    And the MOV function after the call is the last line. So the Call just kinda like declares it? then the MOV moves it to the EAX Register? Stupid ASM lol I have never understood it


    EDIT:
    So 9F2E24 would be the offset for cg_drawCrosshairNamesPosY?
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    Old 1st December 2009, 02:09 AM   #19
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    Quote:
    Originally Posted by CyberDwak View Post
    OMG lol thanks man.. Quote from Nov "004D32BE |. A1 20A37E00 MOV EAX,DWORD PTR DS:[7EA320] ; cg_drawShellshock" lol i was using the Address 0x004D32BE and not the other one 0x7EA320 lol

    Thanks man! So would i be able to change any other cvar using this method?

    Wait... Im not sure i understand... So i would be useing the last line in this?:
    Code:
    004615DA  |. 68 DCA56F00    PUSH iw4mp.006FA5DC                      ;  ASCII "cg_drawShellshock"
    004615DF  |. A3 242E9F00    MOV DWORD PTR DS:[9F2E24],EAX
    004615E4  |. E8 F7880A00    CALL iw4mp.00509EE0
    004615E9  |. 68 8C5B7100    PUSH iw4mp.00715B8C                      ;  ASCII "Draw flash when hit."
    004615EE  |. 6A 04          PUSH 4
    004615F0  |. 6A 00          PUSH 0
    004615F2  |. 68 64886D00    PUSH iw4mp.006D8864                      ;  ASCII "cg_drawDamageFlash"
    004615F7  |. A3 20A37E00    MOV DWORD PTR DS:[7EA320],EAX
    ??? Because Im guessing 00509EE0 is the address for the cvar register?
    And the MOV function after the call is the last line. So the Call just kinda like declares it? then the MOV moves it to the EAX Register? Stupid ASM lol I have never understood it


    EDIT:
    So 9F2E24 would be the offset for cg_drawCrosshairNamesPosY?
    yep, heres how i do it:

    Code:
    struct cvar_mw_t
    {
    	unsigned char	unknown0[0x10];
    	int				iValue;
    };
    
    
    cvar_mw_t *GetCvarFromAddress( int adr )
    {
    	return (cvar_mw_t *)*(DWORD *)adr;
    }
    then u cast it...

    Code:
    	cvar_mw_t *perk_weapReloadMultiplier = GetCvarFromAddress( 0x007BADAC );
    
    	if( perk_weapReloadMultiplier )
    	{
    		perk_weapReloadMultiplier->iValue = 999;
    	}
    (NOTE: THIS CVAR TRICK DOESNT WORK, JUST AN EXAMPLE :-skull )
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    Old 1st December 2009, 08:53 AM   #20
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    Oh ok, Thank you i will try that way...

    But I meant like cant you say

    Code:
    *(DWORD *)0x007E0CC4 = 1; // cg_drawCrosshair
    Then it will set cg_drawCrosshair to 1?
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