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Old 02-08-2009, 03:36 AM
Alkatraz Alkatraz is offline
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Join Date: Jan 2007
Posts: 72
Default [Information] - Coding/Tutorial Index

General Coding

* CoD WaW Offsets
(v1.1)


Code:
cg_t = 0x95EA60
cgs_t = 0x95A488
centity_t = 0xA5F610
clientInfo_t = 0xA4543C
 
ViewAnglesX = 0xF39F38
ViewAnglesY = 0xF39F34
 
R_RenderScene = 0x6AB260
R_RegisterFont = 0x6AE740
R_RegisterShader = 0x6AF470
R_DrawStretchPic = 0x6B0F50
R_DrawString = 0x6B1500
 
CG_Init = 0x454BF0
CG_Shutdown = 0x455800
CG_Trace = 0x480A20
CG_Obituary = 0x448840
CG_Error = 0x55B1A0
 
SendConsoleCommand = 0x5558D0
Com_Printf = 0x55A8D0
 
unsigned char nor_Recoil[2] = { 0x74, 0x05 }; // Original Bytes
unsigned char my_Recoil[2] = { 0x75, 0x05 };
 
void RemoveRecoil( )
{
     DWORD dwRecoil = 0x47D515;
     WriteProcessMemory( GetCurrentProcess(), ( void* )dwRecoil, &my_Recoil, sizeof( my_Recoil ), 0 );
}
 
unsigned char nor_Dvars[4] = { 0x80, 0x7A, 0x0C, 0x00 }; // Original Bytes
unsigned char my_Dvars[4] = { 0x80, 0x7A, 0x0C, 0x01 };
 
void UnlockDvars( )
{
     DWORD dwUnlock = 0x5BB4EA;
     WriteProcessMemory( GetCurrentProcess(), ( void* )dwUnlock, &my_Dvars, sizeof( my_Dvars ), 0 );
}
* Class + Function offsets (v1.1)

Code:
RenderScene             = 0x6A77E0
CG_Init             = 0x454590
CG_GetFont            = 0x6ABE20
CG_DrawString            = 0x6ADA80
CG_PredictPlayerState        = 0x4600A0
CG_EchoToConsole        = 0x558E70
CG_DvarSet            = 0x5B8750
CG_DrawPlayerESP        = 0x43CC60
CG_BoxTrace            = 0x4142F0
CG_Trace            = 0x4801D0
CG_DvarCreate = 0x5B9B50
CG_MapRestart = 0x46B0B2

CL_Shutdown            = 0x496410

Patch_DrawEspPlayingTest    = 0x43CC8D

R_Init = 0x69C140
R_RegisterGraphics = 0x451E90

CG_t                 = 0x9599E0
CGS_t                 = 0x955400
RefDef_t             = 0x9B046C
cClientInfo             = 0xA403BC
centity_t             = 0xA5A588

IsInGame            = 0x959A04



Direct3DCreate9 = 0x71DCDE
D3DXCompileShader = 0x71DCE4
DirectSoundCreate8 = 0x71DCEA
DirectSoundCaptureCreate = 0x71DCF0
Code:
typedef struct {
 char* cod5Version;
 DWORD cod5Crc;
 DWORD R_RenderScene;
 DWORD R_RegisterFont;
 DWORD R_DrawString;
 DWORD R_RegisterShader;
 DWORD R_DrawStretchPic;
 DWORD Recoil; ( From 0x74 to 0x75 )
 DWORD structCG;
 DWORD structCGS;
 DWORD structCent;
 DWORD structCI;
 DWORD structWeap;
 DWORD CG_Trace;
 DWORD ViewAnglesX;
 DWORD ViewAnglesY;
 DWORD Com_Frame;
 DWORD DvarUnlock; ( From 0x80, 0x79, 0x0C, 0x00 to 0x80, 0x79, 0x0C, 0x01 )
 DWORD wallHack;
 DWORD CG_Obituary;
 DWORD CG_Init;
 DWORD CG_Shutdown;
 DWORD SendCommand;
 DWORD Printf;
 DWORD pServ;
 DWORD pServName;
 DWORD Error;
 DWORD ShellShock;
 DWORD Fog;
} codGameOffsets_t;
 
 
const static codGameOffsets_t cod5GameOffsets[] = {
 {   "CoD:WaW v1 Beta", 0x952CC44D, // CRC
     0x6A77E0, // RenderScene
     0x6ABE20, // RegisterFont
     0x6ADA80, // DrawString
     0x6AB5F0, // RegisterShader
     0x5F65F0, // DrawStretchPic
     0x47CD45, // WeaponFireRecoil
     0x9599E0, // structCG ( cg_t )
     0x955400, // structCGS ( cgs_t )
     0xA5A588, // structCent ( centity_t )
     0xA403BC, // structCI ( clientInfo_t )
     0x0,      // structWeap ( cg_weapons_t )
     0x4801D0, // CG_Trace
     0xF34E10, // ViewAnglesX
     0xF34E0C, // ViewAnglesY
     0x49BB50, // Com_Frame
     0x5B88DA, // unlockDvar
     0x0,      // wallHack
     0x448240, // CG_Obituary
     0x454590, // CG_Init
     0x496410, // CL_Shutdown
     0x553E70, // pSendCommand
     0x558E70, // comPrintf
     0xB9D020, // pServ
     0x955440, // pServName
     0x559750, // Error
     0x0, // ShellShock
     0x0, // Fog
 },
};
* Entity and Client Info Classes (v1.1)

Code:
#define ENTITY_SIZE 0x2BC
#define ENTITY_BASE 0xA5A588

class CEntity
{
public:
    char cUnknown0[2]; //0x0000  
    __int32 nManAlive; //0x0002  
    char cUnknown1[32]; //0x0006  
    float LocationX; //0x0026  
    float LocationY; //0x002A  
    float LocationZ; //0x002E  
    float fPitch; //0x0032  
    float fYaw; //0x0036  
    char cUnknown2[28]; //0x003A  
    void * pUnknownPTR1; //0x0056  
    char cUnknown3[144]; //0x005A  
    float OLocationX; //0x00EA  
    float OLocationY; //0x00EE  
    float OLocationZ; //0x00F2  
    char cUnknown4[24]; //0x00F6  
    float ViewPitch; //0x010E  
    float ViewYaw; //0x0112  
    float ViewRoll; //0x0116  
    char cUnknown5[80]; //0x011A  
    char cUnknown6[20]; //0x016A  
    float OrgLocationX; //0x017E  
    float OrgLocationY; //0x0182  
    float OrgLocationZ; //0x0186  
    char cUnknown7[24]; //0x018A  
    float OrgViewPitch; //0x01A2  
    float OrgViewYaw; //0x01A6  
    float OrgViewRoll; //0x01AA  
    char cUnknown8[270]; //0x01AE  
};
This is centity class with the correct size:
PHP Code:
class centity_t
{
public:
        
char unknown0[40]; //0x0000
    
float X//0x0028  
    
float Y//0x002C  
    
float Z//0x0030  
    
float pitch//0x0034  
    
float yaw//0x0038  
        
char unknown60[160]; //0x003C
    
__int32 PlayerPose//0x00DC  
    
__int32 eType//0x00E0
        
char unknown228[8]; //0x00E4
    
float pX//0x00EC  
    
float pY//0x00F0  
    
float pZ//0x00F4  
        
char unknown248[24]; //0x00F8
    
float fPitch//0x0110  
    
float fYaw//0x0114  
        
char unknown280[16]; //0x0118
    
float StrafeVec//0x0128  
        
char unknown300[12]; //0x012C
    
__int32 SpeedVec//0x0138 Goes from 90 to -90
        
char unknown316[52]; //0x013C
    
DWORD dwPlayerPose//0x0170  
        
char unknown372[12]; //0x0174
    
float cX//0x0180  
    
float cY//0x0184  
    
float cZ//0x0188  
        
char unknown396[24]; //0x018C
    
float pPitch//0x01A4  
    
float pYaw//0x01A8  
    
float pRoll//0x01AC  
        
char unknown432[12]; //0x01B0
    
float StrafeVec//0x01BC goes from - 0.5 (left) to 0.5( right )
        
char unknown448[12]; //0x01C0
    
__int32 SpeedVec2//0x01CC  
        
char unknown464[128]; //0x01D0
    
__int32 Weapon//0x0250  
        
char unknown596[8]; //0x0254
    
__int32 MovingState1//0x025C  
    
__int32 MovingState2//0x0260  
        
char unknown612[32]; //0x0264
    
__int32 SpawnThing//0x0284 Changes each time you spawn..might be a number of a spawnpoint
        
char unknown648[48]; //0x0288
    
DWORD isValid//0x02B8 (Check if entity is valid/alive)
};//Size=0x02BC(700)
centity_t Centity = (centity_t*)0xA5A588
And also here is ClientInfo class with the correct size and offset:
PHP Code:
class CClientInfo
{
public:
    
DWORD InfoValid//0x0000  
    
__int32 ClientNum//0x0004  
        
char unknown8[4]; //0x0008
    
char PlayerName[16]; //0x000C  
        
char unknown28[16]; //0x001C
    
__int32 iTeam//0x002C  
    
__int32 iTeam2//0x0030  
        
char unknown52[24]; //0x0034
    
char ClanTag[4]; //0x004C  
        
char unknown80[16]; //0x0050
    
char BodyModel[32]; //0x0060  
        
char unknown128[32]; //0x0080
    
char HeadModel[32]; //0x00A0  
        
char unknown192[32]; //0x00C0
    
char WeaponModel[32]; //0x00E0  
        
char unknown256[352]; //0x0100
    
char Tag[24]; //0x0260  
        
char unknown632[392]; //0x0278
    
float SpeedVec//0x0400 Goes from 90 to -90
    
float StrafeVec//0x0404 Goes from -0.5 to 0.5
    
float Pitch//0x0408  
    
float Yaw//0x040C  
        
char unknown1040[140]; //0x0410
    
DWORD PlayerPose//0x049C  
        
char unknown1184[20]; //0x04A0
    
BYTE Shooting//0x04B4  
        
char unknown1205[7]; //0x04B5
    
BYTE isZoomed//0x04BC  
        
char unknown1213[83]; //0x04BD
    
__int32 WeaponNum//0x0510  
        
char unknown1300[72]; //0x0514
};//Size=0x055C(1372)
CClientInfo cClientInfo = ( CClientInfo* )0xA403BC
I've found a little more information that may help some of your so here it is enjoy or not:

Code:
#define CG_SIZE 0x94
#define CG_BASE 0x9599E0
#define ENTITY_SIZE 0x2BC
#define ENTITY_BASE 0xA5A588
#define REFDEF_BASE 0x9B046C
#define CLIENTINFO_SIZE 0x55C
#define CLIENTINFO_BASE 0xA403BC

The CG_DrawString function is @: 0x6ADA80
and you will need to clean the stack with 0x24

The CG_GetFont function is @: 0x6ABE20
and you will need to clean the stack with 0x10

The RenderScene function is @: 0x6A77E0
Its still a void just hook acordingly
Also here is my current structs the sizes are accurate but some of the placement may be wrong as i havent examined everything very throughly:

Code:
class CEntity
{
public:
    char cUnknown0[2]; //0x0000  
    __int32 nManAlive; //0x0002  
    char cUnknown1[32]; //0x0006  
    mVec3 mLocation; //0x0026    
    mVec3 mRotation; //0x0032  
    char cUnknown2[162]; //0x003E  
    __int32 nClientID; //0x00E0  
    char cUnknown3[472]; //0x00E4  
};

//Size=0x02BC(700)

//--------------------------------------------------------------

class CClientInfo
{
public:
    char cUnknown0[4]; //0x0000  
    char cUnknown1[8]; //0x0004  
    char cPlayerName[16]; //0x000C  
    char cUnknown2[68]; //0x001C  
    char cBodyModel[64]; //0x0060  
    char cHeadModel[64]; //0x00A0  
    char cWeaponModel[64]; //0x00E0  
    char cUnknown3[320]; //0x0120  
    char cModelTag[64]; //0x0260  
    char cUnknown4[700]; //0x02A0  
};

//Size=0x055C(1372)

//--------------------------------------------------------------

class CRefDef
{
public:
    char cUnknown0[8]; //0x0000  
    int ResolutionX; //0x0008  
    int ResolutionY; //0x000C  
    float FovX; //0x0010  
    float FovY; //0x0014  
    float TotalFov; //0x0018  
    mVec3 mLocation; //0x001C  
    char unknown40[4]; //0x0028
    mVec9 mViewMatrix;    
    mVec3 mLocation2;
    char unknown88[4]; //0x0058
    __int32 nSnapshot; //0x005C  
    char ID02964C18[80]; //0x0060  
    float Pitch1; //0x00B0  
    float Yaw1; //0x00B4  
    char ID0297CBB0[28]; //0x00B8  
    char unknown212[4]; //0x00D4
    mVec3 mRotation; //0x00D8  
    mVec3 mLocation3; //0x00E4  
    float Pitch2; //0x00F0  
    float Yaw2; //0x00F4  
    char ID02964CC0[60]; //0x00F8  
    __int32 nFiring; //0x0134  
};

here is stats class and offset..it has'nt changed from cod4:
PHP Code:
class CStats
{
public:
    
__int32 Current_Xp//0000
    
__int32 Current_Score//0004
    
__int32 TotalKills//0008
    
__int32 Best_KillStreak//000C
    
__int32 TotalDeaths//0010
    
__int32 Unknown5//0014
    
__int32 Assists//0018
    
__int32 HeadShots//001C
    
__int32 Unknown8//0020
    
__int32 GrenadeDeaths//0024
    
__int32 Server_Time//0028 (+4)
    
__int32 Unknown11//002C
    
__int32 Unknown12//0030
    
__int32 Snapshot_Num//0034 (+4)
    
__int32 KilledBySmth//0038
    
__int32 Unknown15//003C
    
__int32 Total_Games//0040
    
char unknown17[16];
    
__int32 Total_Hits//0054
    
__int32 Total_Bullets_Shot//0058
    
__int32 Total_Bullets_Shot2//005C
    
__int32 Unknown21//0060
    
char unknown22[96];
    
__int32 Rank//00C4
    
__int32 Unknown24//00C8
    
__int32 Unknown25//00CC
    
__int32 Unknown26//00D0
    
char unknown27[192];
    
__int32 Unknown28//0194
    
char unknown2[852];
    
__int32 Knife_Kills//04EC

};
CStatsstats = (CStats*)0xF451B08
Edit: Adding CGS_t class. Maiby this is useful to someone.
PHP Code:
class CGS_t
{
public:
        
char unknown0[8]; //0x0000
    
__int32 screen_width//0x0008  
    
__int32 screen_height //0x000C  
        
char unknown16[4]; //0x0010
    
__int32 CommandSequence//0x0014  
    
__int32 SnapShotNum//0x0018  
    
BYTE IsLocalServer//0x001C  
        
char unknown29[3]; //0x001D
    
char GameType[4]; //0x0020  
        
char unknown36[28]; //0x0024
    
char ServerName[16]; //0x0040  
        
char unknown80[240]; //0x0050
    
__int32 MaxClients//0x0140  
    
char MapName[64]; //0x0144  
}//Size=0x0184(388)
CGS_t *CGS = (CGS_t*)0x955400
* Console Class (v1.1)

Code:
class CConsole
{
public:
    CRender* Renderer; //0x0000  
    CMotionBlur* MotionBlur; //0x0004  
};//Size=0x0008(8)
CConsole *Console = (CConsole*)0x10EF07B8 ;

class CRender
{
public:
        char unknown0[12]; //0x0000
    __int32 r_fog; //0x000C  
        char unknown16[140]; //0x0010
    __int32 r_normal; //0x009C  
        char unknown160[68]; //0x00A0
    __int32 r_envMapSpecular; //0x00E4  
        char unknown232[68]; //0x00E8
    __int32 r_lightMap; //0x012C  
        char unknown304[68]; //0x0130
    __int32 r_colorMap; //0x0174  
        char unknown376[68]; //0x0178
    __int32 r_normalMap; //0x01BC  
        char unknown448[68]; //0x01C0
    __int32 r_specularMap; //0x0204  
        char unknown520[228]; //0x0208
    __int32 r_useLayeredMaterials; //0x02EC  
        char unknown752[124]; //0x02F0
    __int32 r_resampleScene; //0x036C  
        char unknown880[68]; //0x0370
    __int32 r_showPenetration; //0x03B4  
        char unknown952[68]; //0x03B8
    __int32 r_showPixelCost; //0x03FC  
        char unknown1024[212]; //0x0400
    __int32 r_showLightGrid; //0x04D4  
        char unknown1240[68]; //0x04D8
    __int32 r_showMissingLightGrid; //0x051C  
};//Size=0x0520(1312)

class CMotionBlur
{
public:
        char unknown0[12]; //0x0000
    __int32 r_motionBlurEnable; //0x000C  
        char unknown16[140]; //0x0010
    float r_motionBlur_maxBlur; //0x009C  
};//Size=0x00A0(160)

//--------Example-------------------------------------------------------------
Console->Renderer->r_fog = 0; // Removes fog
Console->MotionBlur->r_motionBlurEnable = 0; //Removes blur
* Address for Rank Hack (v1.1)






Native Coding (C++)

* No Recoil Source (v1.1)
* Basic ESP Setup
* Weapon / Dog ESP
* Send Command to Console (BETA)
* Nametag Hack (BETA)


DirectX Coding (D3D)

* DirectX Device Pointer (BETA)
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