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[Address] *KingDevil* AddyLogger V.1.1

maurow
Messaggi: 6,041
Discussioni: 2,066
Registrato: 03-2011
Mix: 8,107
//******************************************************************\
//********************KingDevil* AddyLogger V.1.1*******************\
//*************************Version [PRIVATE]************************\
//******************************************************************\


~Pointers Startet~
#define ADR_PLAYERPOINTER 0xA363B8
#define ADR_SERVERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0xA541DC
#define ADR_BASEPOINTER 0xA8D258
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_DEVICEPOINTER 0x88E01C
#define ADR_USERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0x8F77C0
#define ADR_VIEW_ANGELS 0xA35EF0
#define ADR_REMOTEPOINTER 0xB5A798
#define ADR_ZOMBIE_MAP_POINTER 0xA36324
#define ADR_VEHICLEBASE 0xA36058
#define ADR_BOMBPOINTER 0xA37188
#define ADR_FLAGPOINTER 0xA3D6E0
#define ADR_OBJECTPOINTER 0xA3D7A0
#define ADR_INFOPOINTER 0xA8D258

~Pointers End~



~Adresses Startet~

#define ADR_WallClimb 0x8EF7E8
#define ADR_GAMESPEED 0xA35F14
#define ADR_ANTI_FRAME_LAGG 0x8505D4
#define ADR_SPEED 0xA8EDF8
#define ADR_HIGH_MODE 0x891430
#define ADR_IMDRUNK 0xA362B4
#define ADR_NXCASH 0xA362F8
#define ADR_STAMINA1 0x85E25C
#define ADR_STAMINA2 0x85E260
#define ADR_STAMINA3 0x85E26A
#define ADR_STAMINA4 0x85E26E
#define ADR_STAMINA5 0x85E278
#define ADR_VIRTUALJUMP 0x85DBBC
#define ADR_FULLBRIGHT1 0xA37040
#define ADR_FULLBRIGHT2 0xA37048
#define ADR_CQC_PRONE 0xB62A3C
#define ADR_PLAYERSPEED 0x10104
#define ADR_PLANTANYWHERE 0xA35F32
#define ADR_DEFUSEANYWHERE 0x8F78AC
#define ADR_NOBOUNDS1 0xB69E80
#define ADR_NOBOUNDS2 0xB69E84
#define ADR_NOBOUNDS3 0xB69E88
#define ADR_ANTI_AFK 0xB69E58
#define ADR_SUPERNOSPREAD 0x891030

~Adresses End~



~Fast Stuff Startet~

#define ADR_FAST_AMMO 0xA3AD74
#define ADR_FAST_MEDIC 0xA3AD7C
#define ADR_FAST_FLAG 0xA3AD84
#define ADR_FAST_REPAIR 0xA3720C

~Fast Stuff End~



~User Stuff Startet~

#define ADR_USER_NAME 0xA8DC1C
#define ADR_USER_READY 0xA8EE88
#define ADR_USER_TEAM 0xA8EF34
#define ADR_USER_HEALTH 0xA8EDEC

~User Stuff End~



~Offsets Startet~

#define OFS_GLOBAL_PLAYER_SIZE 0x1D00
#define OFS_ROOMNUMBER 0xE0880
#define OFS_MYPLAYERSLOT 0xE0884
#define OFS_MYTEAM 0xE0888
#define OFS_SLOTBASE 0xC5F18
#define OFS_PLAYERSTATE 0xC4C4
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_NOSERVERKIK 0x360
#define OFS_STARTROOMSIZE 0xA8
#define OFS_READYROOMSIZE 0x344
#define OFS_FASTRELOAD 0xE95C0
#define OFS_NODELAY 0x10408
#define OFS_NORELOAD 0x10405
#define OFS_NOSWITCHTIME 0x10405
#define OFS_NOFALLDAMAGE 0x102E0
#define OFS_SUPERMASTER 0xC2060
#define OFS_DINAR 0xDF328
#define OFS_LEVEL 0xDF318
#define OFS_GAMETYPE 0xC17D8
#define OFS_SLOT1 0xC70B8
#define OFS_SLOT2 0xC70B9
#define OFS_SLOT3 0xC70BA
#define OFS_SLOT4 0xC70BB
#define OFS_SLOT5 0xC70BC
#define OFS_SLOT6 0xC70BD
#define OFS_SLOT7 0xC70BE
#define OFS_SLOT8 0xC70BF
#define OFS_PREMIUM1 0x58C
#define OFS_PREMIUM2 0x590
#define OFS_NORECOIL1 0xC43C
#define OFS_NORECOIL2 0xC440
#define OFS_NORECOIL3 0xC444
#define OFS_NOSPREAD 0x10108
#define OFS_INDEX 0xC490
#define OFS_GRAVITY_X 0xC4A4
#define OFS_GRAVITY_Y 0xC4A8
#define OFS_GRAVITY_Z 0xC4AC
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_AUTOPLANT 0x10368
#define OFS_AUTODEFUSE 0x1036C
#define OFS_VIEW_X 0x101CC
#define OFS_VIEW_Y 0x101D0
#define OFS_VIEW_Z 0x101D4
#define OFS_PITCH 0x101A0
#define OFS_YAW 0x101BC
#define OFS_WEAPON_1 0x101E4
#define OFS_WEAPON_2 0x101E6
#define OFS_WEAPON_3 0x101E8
#define OFS_NOM134IDLE 0x103F0
#define OFS_FASTNADEBLAST 0x1010C
#define OFS_X 0x102F8
#define OFS_Y 0x10308
#define OFS_Z 0x10300
#define OFS_ROOMMASTER 0x118
#define OFS_ANTIABNORMAL1 0x124
#define OFS_ANTIABNORMAL2 0x125
#define OFS_ANTIABNORMAL3 0x360
#define OFS_ANTIABNORMAL4 0x361

~Offsets End~



~Memorys Startet~

#define MEM_AUTOREPAIR 0xA35F3B
#define MEM_BONESHOT 0x891FA8
#define MEM_INVISIBLE 0xDF33C
#define MEM_STAMINA1 0x85E43C
#define MEM_STAMINA2 0x85E440
#define MEM_STAMINA3 0x85E444
#define MEM_STAMINA4 0x85E448
#define MEM_STAMINA5 0x85E44C
#define MEM_WTW 0x85DB88
#define MEM_WTH 0x88DAD8
#define MEM_WUW 0xA3D58C
#define MEM_STW 0x858644
#define MEM_QUICK_PLANT 0xA35F14
#define MEM_QUICK_DEFUSE 0xA35F14
#define MEM_PLANTANYWHERE 0x0
#define MEM_DEFUSEANYWHERE 0x8F78AC
#define MEM_VIRTUALJUMP 0x85DBBC
#define MEM_ROLLMETHOD 0x891048

~Memorys End~



~Assemblers Startet~

#define ASM_OPK 0x407E14
#define ASM_MESSAGEBOX 0x4AFC37
#define ASM_ENGINETEXT 0x401073

~Assemblers End~




struct CPlayer
{
char KingDevil1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char KingDevil2[72];//0xC448
BYTE Index;//0xC490
char KingDevil3[19];//0xC491
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char KingDevil4[24];//0xC4B0
int WeaponState;//0xC4C8
char KingDevil5[15420];//0xC4CC
float NoSpread;//0x10108
float FastNadeBlast;//0x1010C
char KingDevil6[144];//0x10110
float Pitch;//0x101A0
char KingDevil7[24];//0x101A4
float Yaw;//0x101BC
char KingDevil8[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char KingDevil9[12];//0x101D8
WORD Weapon1;//0x101E4
WORD Weapon2;//0x101E6
WORD Weapon3;//0x101E8
char KingDevil12[20];//0x102E4
float PosX;//0x102F8
char KingDevil13[-12];//0x102FC
float PosY;//0x10308
char KingDevil14[12];//0x102F4
float PosZ;//0x10300
char KingDevil15[100];//0x10304
DWORD AutoPlant;//0x10368
DWORD AutoDefuse;//0x1036C
char KingDevil16[14];//0x10370
DWORD AutoShot;//0x1037E
char KingDevil17[106];//0x10382
float NoM134Idle;//0x103F0
};
struct CServer
{
char KingDevil1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char KingDevil2[567];//0x129
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char KingDevil3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
char KingDevil4[793292];//0x594
int SuperMaster;//0xC2060
char KingDevil5[20564];//0xC2064
BYTE Slot1;//0xC70B8
BYTE Slot2;//0xC70B9
BYTE Slot3;//0xC70BA
BYTE Slot4;//0xC70BB
BYTE Slot5;//0xC70BC
BYTE Slot6;//0xC70BD
BYTE Slot7;//0xC70BE
BYTE Slot8;//0xC70BF
char KingDevil6[98915];//0xC70C3
long Level;//0xDF318
char KingDevil7[12];//0xDF31C
long Dinar;//0xDF328
char KingDevil8[16];//0xDF32C
long Invisible;//0xDF33C
char KingDevil9[5444];//0xDF340
DWORD RoomNumber;//0xE0880
DWORD MyPlayerSlot;//0xE0884
DWORD MyTeam;//0xE0888
};
};
struct CVehicle
{
char KingDevil1[65952];//0x00
float Pitch;//0x101A0
float Yaw;//0x101BC
};
struct CBase
{
CPlayer* pLocal;
char* unknow[1197020];
CPlayer** pPlayer;
};
***********************************************************************
**************************End Logging**********************************
*********************Sucessfully Loggs: [127]**************************
******CPlayer/CServer/CVehicle/CBase Struct: [Sucessfully Logged]******
***********************************************************************


La libertà non si insegna, è una scelta individuale.
15/09/2012, 16:33
#1
Cerca

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Wow ma come si usano i structcplayer e server?

15/09/2012, 22:17
#2
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Il criceto mannaro
Messaggi: 3,536
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come qualsiasi altro addy o offset, è solo un modo piu "strutturato" di accedere alle stesse locazioni di memoria


digger
15/09/2012, 22:21
#3
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Ma cosa sono pitch e yaw

15/09/2012, 22:23
#4
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Il criceto mannaro
Messaggi: 3,536
Discussioni: 201
Registrato: 03-2011
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(15/09/2012, 22:23)Pocciox Ha scritto:

[Per vedere i link devi REGISTRARTI.]

Ma cosa sono pitch e yaw
si riferiscono alle viste 3D, ti ho trovato una bella immagine che spiega tutto, ci sta anche il Roll:

[Immagine: 3d_roll-yaw-pitch.png]


digger
15/09/2012, 22:29
#5
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quindi è quando sposti la mira praticamente o.O

16/09/2012, 20:53
#6
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Banned
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Ma vaffanculo, 30 messaggi per scaricare allegati -.-

22/09/2012, 16:43
#7
Cerca


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