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    Old 20th November 2009, 09:37 PM   #1
    ReUnioN
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    Define the clientinfo size:
    Code:
    #define CClientInfoSize 0x052C
    //Functions:
    Code:
    int getLocalIndex ( void )
    {
        return *(int*)off_GetLocalIndex;
    }
    
    int getTeam ( int i )
    {
        return *(int*)((i * CClientInfoSize) + off_GetTeam);
    }
    
    bool isEnemyTeam( int index ) 
    {
        return ( getTeam( getLocalIndex() ) != getTeam( index ) );
    }
    Patterns for the offsets:
    Code:
    /* 1.0.168
    off_GetTeam 8E4814
    off_GetLocalIndex 7F12C8
    */
    DWORD dwGetTeam = *(DWORD*)(FindPattern((DWORD)GetModuleHandle("iw4mp.exe"), GetModuleSize(GetModuleHandle("iw4mp.exe")),
        (BYTE *)"\x8B\xD3\x69\xD2\x2C\x05\x00\x00\x8B\xE8\x8B\x82\x14\x48\x8E\x00\x83\xF8\x03\xBE\x01\x00\x00\x00",
        (CHAR *)"xxxx????xxxx????xxxxxxxx") + 0xC);
    off_GetTeam = dwGetTeam;
    
    DWORD dwGetLocalIndex = *(DWORD*)(FindPattern((DWORD)GetModuleHandle("iw4mp.exe"), GetModuleSize(GetModuleHandle("iw4mp.exe")),
        (BYTE *)"\x51\x83\x3D\xEC\x12\x7F\x00\x00\x0F\x84\x9E\x00\x00\x00\xA1\xC8\x12\x7F\x00\x69\xC0\x2C\x05\x00\x00\x8B\x88\x14\x48\x8E\x00\x53\x8B\x5C\x24\x10\x55\x56\x57",
        (CHAR *)"xxx????x??????x????xx????xx????xxxxxxxx") + 0xF );
    off_GetLocalIndex = dwGetLocalIndex;
    Usage:
    Code:
    bool enemyTeam = isEnemyTeam( i );   //entity index
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    “Pessimism is safe, but optimism is a lot faster!”

    Last edited by ReUnioN; 20th November 2009 at 09:52 PM.
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    Old 20th November 2009, 09:43 PM   #2
    KIDEBR
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    n1!! thx for info
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    Old 20th November 2009, 09:46 PM   #3
    learn_more
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    nice work,

    do you prefer this over a reclassed struct?
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    Old 20th November 2009, 09:57 PM   #4
    ReUnioN
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    Quote:
    Originally Posted by learn_more View Post
    nice work,

    do you prefer this over a reclassed struct?
    Yep, for the teamcheck i prefer this one

    For other peeps:
    Code:
    bool isEnemyTeam( CClientInfo* pLocalClientInfo, CClientInfo* pTargetClientInfo )
    {
        return ( pLocalClientInfo->team ) != pTargetClientInfo->team );
    }
    Never knew how to find out which is the localClientInfo as i didnt log its index. Incase its not always 0 i would have to iterate through the clientinfos until i find the local one.. save its team.. after iterate through all again to validate the teamcheck.

    If there is a more simple way put me on it
    __________________

    “For every complex problem, there is an answer that is short, simple and wrong.”
    “Pessimism is safe, but optimism is a lot faster!”

    Last edited by ReUnioN; 20th November 2009 at 10:01 PM.
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    Old 20th November 2009, 10:35 PM   #5
    scrapdizle
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    very nice.
    __________________
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    Old 21st November 2009, 01:00 AM   #6
    Encrypted92
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    Dont forget free for all both yours and the enemy team will be 0, so in your team check just check what team your on and if its 0 then enemy team = your team
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    Old 21st November 2009, 01:13 AM   #7
    _GHOSTER_
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    Quote:
    Originally Posted by ReUnioN View Post
    Yep, for the teamcheck i prefer this one

    For other peeps:
    Code:
    bool isEnemyTeam( CClientInfo* pLocalClientInfo, CClientInfo* pTargetClientInfo )
    {
        return ( pLocalClientInfo->team ) != pTargetClientInfo->team );
    }
    Never knew how to find out which is the localClientInfo as i didnt log its index. Incase its not always 0 i would have to iterate through the clientinfos until i find the local one.. save its team.. after iterate through all again to validate the teamcheck.

    If there is a more simple way put me on it
    You can grab local index here: 0x007F12C8
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    Old 21st November 2009, 01:20 AM   #8
    K@N@VEL
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    This will work fine unless you go into a "Free For All" match then this will just show everyone as friendly for a better solution just use this:

    Code:
    bool bIsEnemy = ( pClient->TeamID != g_pMyClient->TeamID || pClient->TeamID == 0 );
    TeamID is at 0x1C of the ClientInfo struct.
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    Old 21st November 2009, 07:11 AM   #9
    Wieter20
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    Thx mAn i was checking it in à really shity way
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    hai
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    Old 22nd November 2009, 11:40 PM   #10
    echo1990
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    So can this make teammates kill-able in a non-hardcore game?
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    Old 23rd November 2009, 12:08 AM   #11
    Credzis
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    Quote:
    Originally Posted by echo1990 View Post
    So can this make teammates kill-able in a non-hardcore game?
    I wish it could :P
    But no, this is just a teamcheck with return's if the player is on your team or not, or returns what the teamid is as in the first post.
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