Multijoueur
TOC : 0xE11DD0
Stats :TOC : 0xE11DD0
Code :
public struct Stats
{
public static UInt32
Entry_Stats = 0x37EFB1C3,
Prestige = Entry_Stats + 0xCC7E,
Score = Entry_Stats + 0xCCC0,
Level = Entry_Stats + 0xCC9B,
Wins = Entry_Stats + 0xCDEC,
Losses = Entry_Stats + 0xC5E8,
Kills = Entry_Stats + 0xC50A,
Deaths = Entry_Stats + 0xC0C6,
Tokens = Entry_Stats + 0xBF30,
TimePlayed = Entry_Stats + 0xCD9E,
Class1 = 0x37F1F7B1,
Class2 = Class1 + 0x10,
Class3 = Class2 + 0x10,
Class4 = Class3 + 0x10,
Class5 = Class4 + 0x10,
Class6 = Class5 + 0x10,
Class7 = Class6 + 0x10,
Class8 = Class7 + 0x10,
Class9 = Class8 + 0x10,
Class10 = Class9 + 0x10,
ClanTag = 0x37F07FD5,
NameChanger = 0x21C5970;
}
Unlock All :
Code :
// Weapons and challenges
PS3.SetMemory(0x37F00700, Enumerable.Repeat((byte)0x01, 0x8000).ToArray());
// Challenges
PS3.SetMemory(0x37F00700, Enumerable.Repeat((byte)0x02, 0x300).ToArray());
// Killstreaks
PS3.SetMemory(0x37F03000, Enumerable.Repeat((byte)0x10, 0x4000).ToArray());
// Challenges
PS3.SetMemory(0x37F07000, Enumerable.Repeat((byte)0x32, 0x690).ToArray());
// Others Challenges
PS3.SetMemory(0x37F079D1, Enumerable.Repeat((byte)0x02, 0x460).ToArray());
// Others Challenges
PS3.SetMemory(0x37F07F70, Enumerable.Repeat((byte)0x32, 0x30).ToArray());
// Others Challenges
PS3.SetMemory(0x37F07FB3, Enumerable.Repeat((byte)0x32, 0x2000).ToArray());
// Others Challenges
PS3.SetMemory(0x37F076D1, Enumerable.Repeat((byte)0x64, 0xA0).ToArray());
//8classe
PS3.SetMemory(0x37EFBA02, new byte[] {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff });
ScoreStreak Stats :
Code :
public struct ScoreStreak[/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)][COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)][COLOR=#ff8000][COLOR=#ffffff]
{
public static UInt32
Colère_Divine_Kill = Stats.Entry_Stats + 0xA3D3,
Colère_Divine_Use = Stats.Entry_Stats + 0xA3FD,
Couperet_Kill = Stats.Entry_Stats + 0xA44F,
Couperet_Use = Stats.Entry_Stats + 0xA479,
Rapace_Kill = Stats.Entry_Stats + 0xA4CB,
Rapace_Use = Stats.Entry_Stats + 0xA4F5,
Uniter_GI_Kill = Stats.Entry_Stats + 0xA547,
Uniter_GI_Use = Stats.Entry_Stats + 0xA571,
RAPS_Kill = Stats.Entry_Stats + 0xA357,
RAPS_Use = Stats.Entry_Stats + 0xA381,
Foudroiment_Kill = Stats.Entry_Stats + 0x9B1B,
Foudroiment_Use = Stats.Entry_Stats + 0x9B45,
Vaisseau_Mere_Kill = Stats.Entry_Stats + 0xA167,
Vaisseau_Mere_Use = Stats.Entry_Stats + 0xA191,
Hellstorm_Kill = Stats.Entry_Stats + 0x9A9F,
Hellstorm_Use = Stats.Entry_Stats + 0x9AC9,
Noyau_Energ_Kill = Stats.Entry_Stats + 0xA06F,
Noyau_Energ_Use = Stats.Entry_Stats + 0xA099,
Fantome_Kill = Stats.Entry_Stats + 0x9E7F,
Fantome_Use = Stats.Entry_Stats + 0x9EA9,
Tourelle_Blindee_Kill = Stats.Entry_Stats + 0x9C13,
Tourelle_Blindee_Use = Stats.Entry_Stats + 0x9C3D,
Gardien_Kill = Stats.Entry_Stats + 0x9A23,
Gardien_Use = Stats.Entry_Stats + 0x9A4D,
Colis_Strategique_Kill = Stats.Entry_Stats + 0x99A7,
Colis_Strategique_Use = Stats.Entry_Stats + 0x99D1,
Cerberus_Kill = Stats.Entry_Stats + 0x9E03,
Cerberus_Use = Stats.Entry_Stats + 0x9E2D,
HCXD_Kill = Stats.Entry_Stats + 0x97B7,
HCXD_Use = Stats.Entry_Stats + 0x97E1,
Drone_Assistance = Stats.Entry_Stats + 0x9863,
Drone_Use = Stats.Entry_Stats + 0x985D,
Drone_Brouillage_Assistance = Stats.Entry_Stats + 0x995B,
Drone_Brouillage_Use = Stats.Entry_Stats + 0x9955;
}
Medailles :
Code :
public struct Medals[/COLOR][/COLOR][/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)][COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)]
{
public struct Combat
{
Retour = Stats.Entry_Stats + 0xC720,
Une_Bale_un_mort = Stats.Entry_Stats + 0xC8F4,
Sauveur = Stats.Entry_Stats + 0xC8EE,
Rescaper = Stats.Entry_Stats + 0xC91E,
Vengeur = Stats.Entry_Stats + 0xC97E,
Double_Meurtre = Stats.Entry_Stats + 0xCA86,
Triple_Meurtre = Stats.Entry_Stats + 0xCA8C,
Massacre = Stats.Entry_Stats + 0xCA9E,
Tuerie = Stats.Entry_Stats + 0xCA98,
Carnage = Stats.Entry_Stats + 0xCAA4,
Extermination = Stats.Entry_Stats + 0xCAAA,
ChaineDelimination = Stats.Entry_Stats + 0xCAB0,
Suicide_Assister = Stats.Entry_Stats + 0xC6C0,
Poignard_Furtif = Stats.Entry_Stats + 0xC6C6,
Tri_Rebond = Stats.Entry_Stats + 0xC6EA,
Premier_Sang = Stats.Entry_Stats + 0xC82E,
Hachis = Stats.Entry_Stats + 0xC89A,
HeadShot = Stats.Entry_Stats + 0xC8A0,
Collateral = Stats.Entry_Stats + 0xC8DC,
Post_Mortem = Stats.Entry_Stats + 0xC8E2,
Retour_De_Flammes = Stats.Entry_Stats + 0xC9A2,
Tir_De_Loin = Stats.Entry_Stats + 0xCA62,
Tueur_Fou = Stats.Entry_Stats + 0xCA92;
}
public struct Specialist
{
GachetteRapide = Stats.Entry_Stats + 0xC6A2,
Annihilation = Stats.Entry_Stats + 0xC6A8,
Predateur = Stats.Entry_Stats + 0xC6F6,
Chasse_a_larc = Stats.Entry_Stats + 0xC6FC,
Megatonne = Stats.Entry_Stats + 0xC882,
Rayon_Dexplosion = Stats.Entry_Stats + 0xC888,
Electrocution = Stats.Entry_Stats + 0xCA5C,
Serie_Eclair = Stats.Entry_Stats + 0xCA56,
En_Charpie = Stats.Entry_Stats + 0xCA74,
En_Lambeaux = Stats.Entry_Stats + 0xCA7A;
}
public struct Anti_Specialist
{
Fini_De_Jouer = Stats.Entry_Stats + 0xC810,
Contre_espionage = Stats.Entry_Stats + 0xC912,
Sur_Le_Vif = Stats.Entry_Stats + 0xC960,
Mur_De_Briques = Stats.Entry_Stats + 0xC972,
Hold_Up = Stats.Entry_Stats + 0xC978;
}
public struct Series_De_Point
{
Sous_Le_Couperet = Stats.Entry_Stats + 0xC72C,
Sanguinaire = Stats.Entry_Stats + 0xCA32,
Sans_Pitier = Stats.Entry_Stats + 0xCA14,
Impitoyable = Stats.Entry_Stats + 0xCA1A,
Implacable = Stats.Entry_Stats + 0xCA20,
Nucleaire = Stats.Entry_Stats + 0xCA2C,
Invincible = Stats.Entry_Stats + 0xCA38,
Crepe = Stats.Entry_Stats + 0xC984,
Cuit_Sur_Place = Stats.Entry_Stats + 0xCA68,
Pluie_Mortel = Stats.Entry_Stats + 0xCAFE,
Tir_De_Couverture = Stats.Entry_Stats + 0xCB22;
}
public struct Anti_Series_De_Point
{
Pirate = Stats.Entry_Stats + 0xC708,
Chasseur_De_Drone = Stats.Entry_Stats + 0xC74A,
Tole_Froisser = Stats.Entry_Stats + 0xC750,
Griller = Stats.Entry_Stats + 0xC756,
Chasse_au_Couperet = Stats.Entry_Stats + 0xC75C,
Interrupteur = Stats.Entry_Stats + 0xC768,
Attrapeur_Dombres = Stats.Entry_Stats + 0xC76E,
Aveugler = Stats.Entry_Stats + 0xC78C,
Circuits_grilles = Stats.Entry_Stats + 0xC798,
KO_Technique = Stats.Entry_Stats + 0xC79E,
Extermination = Stats.Entry_Stats + 0xC7A4,
Interception = Stats.Entry_Stats + 0xC7B0,
Colere_Apaisee = Stats.Entry_Stats + 0xC7B6,
Menage_En_Grand = Stats.Entry_Stats + 0xC7BC,
Tapette_a_mouche = Stats.Entry_Stats + 0xC7C2,
Demanteler = Stats.Entry_Stats + 0xC7C8,
Pas_De_Pourboire = Stats.Entry_Stats + 0xC7D4,
Blackout = Stats.Entry_Stats + 0xC7DA,
Piratages = Stats.Entry_Stats + 0xC894,
Tomber_Dans_Le_Piege = Stats.Entry_Stats + 0xC996;
}
public struct Modes_De_Jeu
{
Force_Et_Honneur = Stats.Entry_Stats + 0xC726,
Bombardier = Stats.Entry_Stats + 0xC6E4,
Pt_Strat_Securiser = Stats.Entry_Stats + 0xCA4A,
Accrocher = Stats.Entry_Stats + 0xC738,
Heros = Stats.Entry_Stats + 0xC73E,
Accrocher2 = Stats.Entry_Stats + 0xC744,
Dernier_Survivant = Stats.Entry_Stats + 0xC7F8,
Meneur_De_Jeu = Stats.Entry_Stats + 0xC834,
Rien = Stats.Entry_Stats + 0xC83A,
Securiser = Stats.Entry_Stats + 0xC8C4,
Trois_a_La_Suite = Stats.Entry_Stats + 0xC8D6,
Abattu = Stats.Entry_Stats + 0xC9A8,
En_Ligne = Stats.Entry_Stats + 0xC9D8,
Corps_Expeditionnaire = Stats.Entry_Stats + 0xC9DE,
Anti_Pirate = Stats.Entry_Stats + 0xC9EA,
Victorieux = Stats.Entry_Stats + 0xCB6A;
}
}
Classes Customs :
Code :
public static struct CustomClass[/COLOR][/COLOR][/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)][COLOR=#ff8000][COLOR=#ffffff] {
public static UInt32
OnlineClass1 = 0x37F1F3AA,
OnlineClass2 = OnlineClass1 + 0x69,
OnlineClass3 = OnlineClass2 + 0x69,
OnlineClass4 = OnlineClass3 + 0x69,
OnlineClass5 = OnlineClass4 + 0x69,
OnlineClass6 = OnlineClass5 + 0x69,
OnlineClass7 = OnlineClass6 + 0x69,
OnlineClass8 = OnlineClass7 + 0x69,
OnlineClass9 = OnlineClass8 + 0x69,
OnlineClass10 = OnlineClass9 + 0x69,
// Remplacer le OnlineClassX par celui de la class que vous voulez mettre ( ex: OnlineClass1 )
OnlinePrimaryAtt1 = OnlineClassX + 0x4,
OnlinePrimaryAtt2 = OnlineClassX + 0x5,
OnlinePrimaryOptic1 = OnlineClassX + 0x3,
OnlinePrimaryOptic2 = OnlineClassX + 0x6,
OnlinePrimaryCamo = OnlineClassX - 0x5,
OnlineSecondary = OnlineClassX + 0x43,
OnlineSecondaryAtt1 = OnlineClassX + 0x39,
OnlineSecondaryAtt2 = OnlineClassX + 0x3A,
OnlineSecondaryOptic1 = OnlineClassX + 0x38,
OnlineSecondaryCamo = OnlineClassX + 0x44,
OnlineLethal = OnlineClassX + 0x2A,
Online2ndLethal = OnlineClassX + 0x51,
OnlineTactical = OnlineClassX + 0xC,
Online2ndTactical = OnlineClassX + 0x20,
OnlinePerk1 = OnlineClassX + 0x17,
OnlinePerk2 = OnlineClassX + 0x18,
OnlinePerk3 = OnlineClassX + 0x19,
OnlineSecondPerk1 = OnlineClassX + 0x1A,
OnlineSecondPerk2 = OnlineClassX + 0x1B,
OnlineSecondPerk3 = OnlineClassX + 0x1C,
OnlineWildCard1 = OnlineClassX + 0x25,
OnlineWildCard2 = OnlineClassX + 0x23,
OnlineWildCard3 = OnlineClassX + 0x24,
OnlineScoreStreak1 = OnlineClassX - 0x90E,
OnlineScoreStreak2 = OnlineClassX + 0x90D,
OnlineScoreStreak3 = OnlineClassX + 0x90C;
}
FPS :
Code :
PS3.SetMemory(0xCB6C8, new byte[] { 0x2c, 0x14, 0x00, 0x01 }); // ON : 0x2c, 0x14, 0x00, 0x01 //OFF 0x2c, 0x14, 0x00, 0x00[/COLOR][/COLOR][/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)][COLOR=#ff8000][COLOR=#ffffff]PS3.Extension.WriteString(0xA53878, textBox1.Text);
PS3.Extension.WriteString(0xA538A0, "");
PS3.Extension.WriteString(0xA538C8, "");
PS3.Extension.WriteString(0xA538D8, "");
PS3.Extension.WriteString(0xA538E0, "");
PS3.Extension.WriteString(0xA538F0, "");
//X
PS3.Extension.WriteFloat(0xAC39E4, trackBar1.Value);
Divers :
Code :
G_Entity = 0x17FF8A0[/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)]Size = 0x350
Floating Bodies : C_BuffAddText(-1, "phys_gravity 99");
Dump function GSC/CSC : [DOWNLOAD]http://pastebin.com/SrLj0WNJ[/DOWNLOAD]
End Game :
Code :
string str = "cmd mr " + PS3.Extension.ReadInt32(0x11977e0) + " 3 endround";[/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)] RPC.Call(Addresses.Cbuf_AddText, new object[] { 0, str });
Mods Non-Host :
Code :
UAV : 0xC7AB8 (on: 0x60, 0x00, 0x00, 0x00) (off: 0x41,0x82,0x00,0xAC)[/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)]UAV2 : 0xC7AD4 (on: 0x60, 0x00, 0x00, 0x00) (off: 0x41,0x82,0x00,0xAC)
NoRecoil : 0x18EDB0 (on: 0x60, 0x00, 0x00, 0x00) (off: 0x48, 0x5F, 0x6B, 0x79)
WallHack : 0x1147F4 (on: 0x38, 0xc0, 0xff, 0xff) (off: 0x63, 0xe6, 0x00, 0x00)
RedBoxes : 0x589120 (on: 0x60, 0x00, 0x00, 0x00) (off: 0x41,0x82,0x02,0x0C)
RedBoxes2 : 0x589158 (on: 0x60, 0x00, 0x00, 0x00) (off: 0x41,0x82,0x01,0xD4)
SteadyAim: 0x767CF4(on: 0x2C, 0x04, 0x00, 0x00) (off: 0x2C, 0x04, 0x00, 0x02)
1.03//Promod : 0x26F6700 (on: 0x40) (off: 0x41)
BlinkingBodies : 0x185F84 (on: 0x2C, 0x00, 0x00, 0x01) (off: 0x2C, 0x00, 0x00, 0x00)
Chams: 0x104800
Weapons_flag : 0x7DA30
No_blur : 0x3EBA84
dead_bodies_flag: 0x105B00
ReadString : 0xA485B8
G_Client :
Code :
public struct G_Client[/COLOR][/COLOR]
[COLOR=rgb(255, 128, 0)][COLOR=rgb(255, 255, 255)]{
public static UInt32
ClientInterval = 0x6200,
G_Client = 0x192C900,
ClientName = G_Client + 0x5DB0,
ClientGodMode = G_Client + 0x23,
PrimaryClip = G_Client + 0x586,
PrimaryTotal = G_Client + 0x54A,
SecondaryClip = G_Client + 0x58A,
SecondaryTotal = G_Client + 0x54E,
Lethal = G_Client + 0x58E,
Tatical = G_Client + 0x592,
Change_Camo = G_Client + 0x389,
Invisible = G_Client + 0x65B,
TeleportOffsets = G_Client + 0x30,
Origin =G_Client + 0x30,
GivePrimaryWeapon = G_Client + 0x30B,
GiveSecondaryWeapon = G_Client + 0x35B,
PrimaryWeapon = G_Client + 0x383,
PrimaryAmmo = G_Client + 0x548,//0x0F 0xFF 0xFF 0xFF
SecondaryAmmo = G_Client + 0x54C,//0x0F 0xFF 0xFF 0xFF
PrimaryClip = G_Client + 0x584,//0x0F 0xFF 0xFF 0xFF
SecondaryClip = G_Client + 0x588,//0x0F 0xFF 0xFF 0xFF
Invisible = G_Client + 0x65A,//0x01,0x00
Lag = G_Client + 0x5D27,//0x02,0x00
SpeedX2 = G_Client + 0x5DF8,//0x40,0x3F
Name = G_Client + 0x5E14,
Score = 0x1929BD4,
Kills = G_Client + 0x5EB5,
Deaths = G_Client + 0x5ECC,
Buttons = (G_Client + 0x600c),
UAV = G_Client + 0x5EFF, //0x07, 0x03
HeadShots = G_Client + 0x5ED0;//FF FF FF FF
}
Big XP :
Code :
Cbuf_AddText("set scr_" + comboBox1.Text + "_score_kill " + numericUpDown1.Value.ToString());
//Combobox : tdm dm snd dom
Jet Pack :
Code :
public static bool[] Jetpack = new bool[12];
//timer
for (int i = 0; i < 12; i++)
{
if (Functions.buttons.DetectButton(i, buttons.Cross) && Functions.Player.Jetpack[i])
{
Functions.doJetPack((uint) i);
}
}
//dojetpack
public static void doJetPack(uint client)
{
float input = PS3.Extension.ReadFloat((Origin + 8) + (client * 0x4180)) + 100f;
PS3.Extension.WriteFloat((Origin + 8) + (client * 0x4180), input);
}
//client JetPack
public static void JetPack(int client, bool state)
{
Jetpack[client] = state;
}
iPrintln :
Code :
public static void iPrintln(int client, string text)
{
SV_GameSendServerCommand(client, "; \"" + text + "\"");
}
Detect Button :
Code :
public class buttons
{
public static int Cross = 0x200000;
public static int Crouch = 0x400000;
public static int Down = 0;
public static int L1 = 0x100080;
public static int L2 = 0x10000;
public static int L3 = 0x40040000;
public static int Left = 0;
public static int R1 = -2147483648;
public static int R2 = 0x20000;
public static int R3 = 0x20000000;
public static int Right = 0;
public static int Square = 0x300000;
public static int Triangle = 0x20008;
public static int Up = 0;
public static bool DetectButton(int client, int Button)
{
return (Functions.PS3.Extension.ReadInt32(Buttons + ((uint) (client * 0x6200))) == Button);
}
}
Changer de Map :
Code :
Nom des maps:
mp_apartments < Evac
mp_biodome < Aquarium
mp_chinatown < Exodus
mp_ethiopia < Hunted
mp_havoc < Havoc
mp_infection < Infection
mp_metro < Metro
mp_redwood < Redwood
mp_sector < Combine
mp_spire < Breach
mp_stronghold < Stonghold
mp_veiled < Fringe
Dans votre combobox vous mettrez que ceci:
mp_apartments
mp_biodome
mp_chinatown
mp_ethiopia
mp_havoc
mp_infection
mp_metro
mp_redwood
mp_sector
mp_spire
mp_stronghold
mp_veiled
Dans votre Button ceci: RPC.Call(Offsets.Cbuf_AddText, new object[] { 0, "map " + comboBox1.Text });
Adresse MP :
Code :
Key_isDown = 0x1195794
SV_GameSendServerCommand = 0x5E7364
Cbuff_AddText = 0x5AC99C
R_SetFrameFog = 0x3CF738
G_SetModel = 0x38E814
SV_AddClient = 0x5e6cd8
BG_GetWeaponDef = 0x0078AE14,
SetClientViewAngle = 0x2EE6D8,
G_Spawn = 0x0039135C,
G_HudElems = 0x01770778,
G_LocalisedStringIndex = 0x0038D11C,
Player_Die = 0x3147A0;
SV_Maprestart = 0x5DFD0C
SV_ClienCommand = 0x5E66C0
AnglesToAxi = 0x6224D0
Scr_PlayerKilled = 0x313D00
Scr_Notify = 0x37F114
iprintln = 0x343BE8
iprintlnbold = 0x343C8C
RPC :
Code :
Pour Enable le RPC: Init();
public static uint function_address = Offset.R_SetFrameFog;
public static int Init()
{
if (function_address == 0) return -1;
Enable_RPC();
return 0;
}
public static void Enable_RPC()
{
PS3.SetMemory(function_address, new byte[] { 0x4E, 0x80, 0x00, 0x20 });
Thread.Sleep(20);
byte[] func = new byte[] { 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x05, 0x81, 0x83, 0x00, 0x4C, 0x2C, 0x0C, 0x00, 0x00, 0x41, 0x82, 0x00, 0x64, 0x80, 0x83, 0x00, 0x04, 0x80, 0xA3, 0x00, 0x08, 0x80, 0xC3, 0x00, 0x0C, 0x80, 0xE3, 0x00, 0x10, 0x81, 0x03, 0x00, 0x14, 0x81, 0x23, 0x00, 0x18, 0x81, 0x43, 0x00, 0x1C, 0x81, 0x63, 0x00, 0x20, 0xC0, 0x23, 0x00, 0x24, 0xC0, 0x43, 0x00, 0x28, 0xC0, 0x63, 0x00, 0x2C, 0xC0, 0x83, 0x00, 0x30, 0xC0, 0xA3, 0x00, 0x34, 0xC0, 0xC3, 0x00, 0x38, 0xC0, 0xE3, 0x00, 0x3C, 0xC1, 0x03, 0x00, 0x40, 0xC1, 0x23, 0x00, 0x48, 0x80, 0x63, 0x00, 0x00, 0x7D, 0x89, 0x03, 0xA6, 0x4E, 0x80, 0x04, 0x21, 0x3C, 0x80, 0x10, 0x05, 0x38, 0xA0, 0x00, 0x00, 0x90, 0xA4, 0x00, 0x4C, 0x90, 0x64, 0x00, 0x50, 0xE8, 0x01, 0x00, 0x80, 0x7C, 0x08, 0x03, 0xA6, 0x38, 0x21, 0x00, 0x70, 0x4E, 0x80, 0x00, 0x20 };
PS3.SetMemory(function_address + 0x4, func);
PS3.SetMemory(0x10050000, new byte[0x2854]);
PS3.SetMemory(function_address, new byte[] { 0xF8, 0x21, 0xFF, 0x91 });
}
public static int Call(uint func_address, params object[] parameters)
{
int num_params = parameters.Length;
uint num_floats = 0;
for (uint i = 0; i < num_params; i++)
{
if (parameters[i] is int)
{
byte[] val = BitConverter.GetBytes((int)parameters[i]);
Array.Reverse(val);
PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
}
else if (parameters[i] is uint)
{
byte[] val = BitConverter.GetBytes((uint)parameters[i]);
Array.Reverse(val);
PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
}
else if (parameters[i] is string)
{
byte[] str = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");
PS3.SetMemory(0x10050054 + i * 0x400, str);
uint addr = 0x10050054 + i * 0x400;
byte[] address = BitConverter.GetBytes(addr);
Array.Reverse(address);
PS3.SetMemory(0x10050000 + (i + num_floats) * 4, address);
}
else if (parameters[i] is float)
{
num_floats++;
byte[] val = BitConverter.GetBytes((float)parameters[i]);
Array.Reverse(val);
PS3.SetMemory(0x10050024 + ((num_floats - 1) * 0x4), val);
}
}
byte[] fadd = BitConverter.GetBytes(func_address);
Array.Reverse(fadd);
PS3.SetMemory(0x1005004C, fadd);
System.Threading.Thread.Sleep(20);
byte[] ret = PS3.Extension.ReadBytes(0x10050050, 4);
Array.Reverse(ret);
return BitConverter.ToInt32(ret, 0);
}
Zombie
TOC : 0xDF1D58
G_Client :TOC : 0xDF1D58
Code :
public static struct G_Client
{
public static UInt32
ClientInterval = 0x61E0,
G_Client = 0x1923D20,
ClientName = G_Client + 0x5DB0,
GodMode = G_Client + 0x130,
AmmoPrimaryWeapon = G_Client + 0x57A,
ReservePrimaryWeapon = G_Client + 0x53E,
AmmoSecondaryWeapon = G_Client + 0x582,
ReserveSecondaryWeapon = G_Client + 0x546,
Grenade = G_Client + 0x57C,
SpeedPlayer = g_client + 0x5DF9
MaxMoney = g_client + 0x5EB5
Freeze_Player = G_Client + 0x130,
Lag_Player = G_Client + 0x5D27,
GivePrimaryWeapon = G_Client + 0x30B,
GiveSecondaryWeapon = G_Client + 0x35B,
TeleportOffsets = G_Client + 0x30;
}
Stats :
Code :
public struct Stats
{
public static UInt32
Prestige = 0x37E0A5AF, // ( 1 Byte )
Xp = 0x37E0A54F, // ( 4 Bytes )
Kills = 0x37E0A65C, // ( 4 Bytes )
Head_shots = 0x37E0A561, // ( 4 Bytes )
Rounds_Survived = 0x37E0A57F, // ( 4 Bytes )
Rounds_Game = 0x37E0A57F, // ( 4 Bytes )
Game_Score = 0x37E0A555, // ( 4 Bytes )
Score_Per_Minute = 0x37E0A555, // ( 4 Bytes )
Time_played = 0x37E0A5AB; // ( 4 Bytes )
}
Weapons Stats :
Code :
public struct Weapon_Stats
{
public static UInt32
RK5 = 0x37E01DA3,
BowieKnife = 0x37E04F67,
LCar9 = 0x37E01E25,
XM53 = 0x37E03A13,
Kuda = 0x37E021B3,
Vespa = 0x37E022B7,
VMP = 0x37E023BB,
Pharo = 0x37E02235,
KN44 = 0x37E026C7,
ICR1 = 0x37E02749,
M8A7 = 0x37E02951,
Sheiva = 0x37E029D3,
HVK30 = 0x37E027CB,
BRM = 0x37E02CDF,
Dingo = 0x37E02BDB,
Dredge = 0x37E02C5D,
Gorgon = 0x37E02D61,
KRM262 = 0x37E03707,
Argus = 0x37E03685,
Brecci = 0x37E03789,
Haymaker12 = 0x37E03603,
Locus = 0x37E030EF,
Drakon = 0x37E03171,
SVG100 = 0x37E031F3;
}
GobbleGum :
Code :
public struct Gum
{
public static UInt32
GumAmountEntry = 0x37E08A3F,
GumAmountInterval = 130,
GumSelectionEntry = 0x37E1CDE8,
GumClassEntry = 0x37E1CDD7,
GumInterval = 0x16, // Distance for Current Active Gum / ClassNames
LiquidDivinium = 0x37E0A64B;
/* 0xD8 = Aftertaste
0xD9 = Buned Out
0xDA = Cache Back
0xDB = Dead Of Nuclear Winter
0xDC = Ephermeral Enhancement
0xDD = I'm Feelin' Lucky
0xDE = Immolation Liquidation
0xDF = Kill Joy
0xE0 = Killing Time
0xE1 = Licenced Contractor
0xE2 = On The House
0xE3 = Perkaholic
0xE4 = Pheonix Up
0xE5 = Pop Shocks
0xE6 = Respin Cycle
0xE7 = Unquenchable
0xE8 = Wall Power
0xE9 = Who's Keeping Score? */
}
Divers :
Code :
R_SetFrameFog = 0x3CEAF8;
SV_SendServerCommand = 0x5E0E5C;
C_BuffAddText = 0x5A156C;
NoTarget = 0x1929B05 //0xFF
Crédits : @GsRClans' @zincou45 @marentdu93 @NGU @Developer_C# @Bratune @C0NS0LE ID @Shark @Swaqq
Source : RG
PS : Désoler pour les multiples messages, tout ne rentrais pas dans un seul ..
si vous vous pouvez 
Dernière modification effectuée par un modérateur :
