Advanced Warfare [Community Code List] [Tu4 Added]

nicholasbroo Nov 1, 2014

  1. ni

    nicholasbroo Newbie
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    Well as I quit not so long ago, well I think it's time for me to give back again, if you guys need an offset PM or Aim me.


    Tell me about it...

    Also keep in mind the name Struct is 20 bytes otherwise it glitches.
    Edit: As I fell asleep last night I didn't post these, so enjoy.

    Tu2
    Function - offset - type
    XamInputGetState - 0x82855DB4
    Level_Locals_t 0x837BEC80 - DWORD
    game_va - 0x82384E40
    SP_trigger_radius - 0x821E9CF8



    FPS as TGK released my own offsets ...

    Code:
    0x823B073C - beq -  on: 0x40 : off: 0x41 - FPS Enabler
    0x82098168 - String - FPS Text
    

    Main Required functions

    Code:
    Cbuf_AddText - 0x824B31C8
    Dvar_GetBool  - 0x8238C2C0
    SV_ExecuteClientCommand - 0x8241CA18
    SV_GameSendServerCommand - 0x82419758
    SV_SendClientStatMessage(void) - 0x824105C8
    ClientCommand - 0x8252E938
    SV_AddServerCommand- 0x82410760
    

    Weapon Giving

    Code:
    GetWeaponIndexForName - 0x826C03F0
    * New * G_GivePlayerWeapon - 824CFA40
    * New * G_InitializeAmmo - 0x825257C8
    

    Call:

    Code:
    private void G_GivePlayerWeapon(uint client, uint ak, string GunName)
    {
    uint BG_GetWeaponIndexForName = 0x82249F68, weapIndex = Jtag.Call(BG_GetWeaponIndexForName, GunName);
    if (weapIndex == 0 | weapIndex == 1)
    {
    MessageBox.Show("Error returned == 0 | 1, please Restart the game or console");
    }
    else
    {
    uint G_GivePlayerWeapon = 0x824CFA40, G_InitializeAmmo = 0x825257C8;
    MessageBox.Show("GunIdx decimal = " + weapIndex.ToString());
    Jtag.Call(G_GivePlayerWeapon, getPlayerState((uint)CLient), weapIndex, ak, 0);
    Jtag.Call(G_InitializeAmmo, getPlayerState((uint)Client), weapIndex, 0, 0);
    }
    }
    Call: Example: G_GivePlayerWeapon(0, 0, "throwingknife_mp")
     
    

    Assets

    Code:
    DB_FindXAssetDefaultHeaderInternal - 0x82584810
    DB_CreateDefaultEntry - 0x825865D0

    Gamertag Editing

    Code:
    PregameName: 0x84300494  - String - 0x20 chars max
     
    Call:
    void SetName(string Name)
    {
    byte[] Clear = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
    Manga.SetMemory(0x84300494, Clear);// Resets GT
    Manga.SetMemory(0x84300494, Encoding.ASCII.GetBytes(Name));
    }
    Call: SetName("^6Love Manga +1");
     
     
    

    EntryStats *New*

    Code:
    EntryStats: 0x83A0CFC4
    

    Player Jump Height

    Code:
    Jump height 8206319C flt_8206319C:   .float 39.0
    Call: JRPC.WriteFloat(jump, 999f);
    

    Offhost Functions

    Code:
     
    recoil: 0x8263ED3C  nop it | 48 07 C3 25
    host redboxes: 0x826A1FF4  on 40 off: 41 or 9A
    offhost redboxes: 0x826A1FF5  on 40 off: 41 or 9A
    


    TU3
    Also: Let's make this offset thread, "worth viewing" other then the basic offsets.

    Multiplayer

    EntryStats (not smart to use this)
    0x83A0D644


    Credit to: SC58
    Aimbot (offhost)
    0x82B56454 - clientActive_t
    0x82318C08 - CL_SetViewAngles(int localClientNum, const float *angles)
    clientActive_t + 0x3D68
    CEntity ClientOrgins - 0x82B07324 + 0x14
    Next Client - 0x20C


    Credit to: Kyza
    Load DLL in memory
    address 1 - 0x8213ABA0
    address 2 - 0x8213B088
    address 3 - 0x82088D11


    Hudelems
    g_hudelem_s - 0x83685D00
    void __cdecl BG_LerpHudColors(int elem, int time, int toColor) - 0x826E4DC0
    Requirement: - 0x837BF7C0
    void __cdecl BG_LerpHudFont(int elem, int time, int fontscale) - 0x826E4F48
    int __cdecl HudElem_Alloc(int clientNum, int teamNum) - 0x82527F88
    void __cdecl Scr_AddHudElem(int hud) - 0x824D71F8


    SetOrigin
    G_SetOrigin(gentity_s *ent, const float *origin) - 0x824D1EA8


    Other
    XamInputGetState - 0x82855EA4
    (DWORD) Level_Locals_t 0x837BEC80
    game_va - 0x82384E08
    SP_trigger_radius - 0x821E9C78
    G_TempEntity 0x824D2BF0
    g_enableEarthquake - 0x836B4D84
    Visionmass - 0x82006688


    FPS [Frames Per second]
    FPS = 0x823B0704
    FPS_Text = 0x82098170,
    FpsPosition1Offset = 0x82062D9C/*(up&down)*/
    FpsPosition2Offset = 0x820630B4 /*(Left&Right)*/


    Index's
    G_SoundAliasIndex_t - 0x8283BAF0
    G_FindConfigstringIndex - 0x827FBA30


    Model Stuff
    SetModel = 0x824D4328


    Main Functions
    Force Host = 0x82615ED0
    SV_ExecuteClientCommand(client_s *cl, const char *s, int clientOK) - 0x8241C9E0
    SV_GameSendServerCommand(int clientNum, int type, const char *text) - 0x82419720
    SV_SendClientStatMessage(void) - 0x82410590
    ClientCommand - 0x8252E900
    SV_AddServerCommand- 0x82410728
    SV_SendServerCommand 0x82410D00


    Ammo
    0x82816134


    Recoil
    0x8263ECFC


    Key_isDown
    0x82619670


    Structs
    playerState_s - 0x8378E100- additive - same
    gentity_s - 0x837C3A80 - additive - same
    client_s - 0x83E79F80 - additive - same
    mFlags - same


    Fun Mods
    Jump - 0x8206319C - same


    Now the good stuff

    Regarding Chams Stored in: CG_Player
    0x82675464


    Offhost Functions
    onhost Redboxes: 0x826A1FB4 | offhost Redboxes: 0x826A1FB5


    Setting Player Angles
    void __cdecl SetTestClientViewAngle(int ent, const float *angles) - 0x8244C6E8
    void __cdecl SetClientViewAngle(int ent, const float *angles) - 0x8252CED8


    Weapon Giving
    GivePlayerWeapon - 0x824CFA08
    GetWeaponIndexForName - 0x826C03B0
    G_InitializeAmmo - 0x82525790



    Regarding Single Player (Not released, and No, I didn't port these you fucks)

    I enjoy, messing around in single player, I'm sure CraigChrist8239 does as well, as we don't care to get online, unless it's a testing reason.

    Single Player
    FPS string - 0x82032C5C
    FPS nop- 0x8247D0AC
    Ammo - 0x8251979C + 0x03
    FPS Position left -> Right - 0x82012538
    Jump - 0x82038270

    Preview:


    Exo
    Gamertag: 0x84300B14
    XUID: 0x84300B60


    TU4 was released at 2:21 am : Posted at 5:51 am
    This is the last time I'm updating these, Stop selling friggen tools!

    Bypasses

    Time: 15 Minutes to 20 minutes.
    Why? enough to do a recovery or something.
    Type of bypass: Free | Resourceful?: No
    Instruction Changed into: li, r0, 0
    Activators: 3C 00 00 00

    TU4


    0x822D5F80 addi r4, r1, 0xB0+var_60 | hex: 38 81 00 50
    0x821CA2E8 mfspr r12, LR | hex: 7D 88 02 A6

    What this so called 'bypass' does
    0x822D5F80 lis r0, 0 //3C000000
    0x821CA2E8 lis r0, 0 //3C000000


    Multiplayer
    EntryStats (not smart to use this)
    0x83A66374

    Credit to: SC58 for original Release | me for updating.
    Aimbot (offhost)
    0x82B6B494 - clientActive_t
    0x82318FD0 - CL_SetViewAngles(int localClientNum, const float *angles)
    clientActive_t + 0x3D68
    CEntity_ClientOrgins - 0x82B1C1D4 + 0x14
    Next Client - 0x20C

    Credit to: Kyza
    Load DLL in memory
    .set DLLLoaderHook, 0x8213AAF0
    .set LoadLibraryA, 0x8213AFD8
    .set DLLLoaderString, 0x82088D11 /*didn't change*/

    Patch.S

    Code:
    #The command I use for xepatcher (so i can ctrl+c+v)
    #xepatcher -p defaultdllpatches.s -x default_mp.xex
    #Game: Advanced Warfare TU: 0 through 4 Supported
    #Author: Nicholasbroo
    #How To find the functions required: DLLHook: 60 00 00 00 7D 08 43 78  7D 08 43 78 3D 20 84 | LoadLibraryA: 7D 88 02 A6 91 81 FF F8  94 21 FF A0 38 C1 00 50 | DLLLoaderString: 61 74 65 3A 20 6F 62 6A  65 63 74 69 76 65 6E 75 (Go to SV_)
     
    .globl _start
    _start:
     
    #Simply remove the # for the 3 lines under the TU you are patching.
    #That way I won't have to have 2 .S files...
     
    #####################
    #### TU4 Patches ####
    #####################
    .set DLLLoaderHook, 0x8213AAF0
    .set LoadLibraryA, 0x8213AFD8
    .set DLLLoaderString, 0x82088D11
     
    #####################
    #### TU3 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA0
    #.set LoadLibraryA, 0x8213B088
    #.set DLLLoaderString, 0x82088D11
     
    #####################
    #### TU2 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA8
    #.set LoadLibraryA, 0x8213B090
    #.set DLLLoaderString, 0x82088D35
     
    #####################
    #### TU1 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA0
    #.set LoadLibraryA, 0x8213B088
    #.set DLLLoaderString, 0x82088E45
     
    #####################
    #### TU0 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213A6E0
    #.set LoadLibraryA, 0x8213ABC8
    #.set DLLLoaderString, 0x8208718D
     
    .long DLLLoaderString
    .long (9f-0f)/4
    0 :
        .string "game:\\dll_load.dll"
        .align 1
    9:
     
    .long DLLLoaderHook
    .long (9f-0f)/4
    0 :
        lis %r11, DLLLoaderString@h
        ori %r3, %r11, DLLLoaderString@l
        bl (LoadLibraryA - (DLLLoaderHook + 0x8))
    9:
     
    # =======================================================
    # End Patches
    # =======================================================
    .long 0xFFFFFFFF
    

    Hudelems
    g_hudelem_s - 0x83685D00
    void __cdecl BG_LerpHudColors(int elem, int time, int toColor) - 0x826E7B88
    Requirement: - 0x838180C0
    void __cdecl BG_LerpHudFont(int elem, int time, int fontscale) - 0x826E7D10
    int __cdecl HudElem_Alloc(int clientNum, int teamNum) - 0x825295D8
    void __cdecl Scr_AddHudElem(int hud) - 0x824D8538

    SetOrigin
    G_SetOrigin(gentity_s *ent, const float *origin) - 0x824D31A8

    Other
    XamInputGetState - 0x8285A084
    (DWORD) Level_Locals_t - 0x83817C00
    game_va - 0x82385150
    SP_trigger_radius - 0x821E9AB8
    G_TempEntity - 0x824D3EF0
    g_enableEarthquake - 0x8370D63C
    Visionmass - 0x820066A0

    FPS [Frames Per second]
    FPS = 0x823B0A3C
    FPS_Text = 0x820987E0
    FpsPosition1Offset = 0x82062F1C /*(up&down)*/
    FpsPosition2Offset = 0x82063234 /*(Left&Right)*/

    Index's
    0x
    G_SoundAliasIndex_t - 0x8283FC40
    G_FindConfigstringIndex - 0x8281E630

    Model Stuff
    SetModel = 0x824D5650

    Main Functions
    Force Host = 0x0x82617AE0
    SV_ExecuteClientCommand(client_s *cl, const char *s, int clientOK) - 0x8241DBA8
    SV_GameSendServerCommand(int clientNum, int type, const char *text) - 0x8241A8F8
    SV_SendClientStatMessage(void) - 0x82411720
    ClientCommand - 0x8252FF50
    SV_AddServerCommand- 0x824118B8
    SV_SendServerCommand - 0x82411E90
    Cbuff_addText = 0x824B41C8

    Dvar Retrieving
    Dvar_GetBool - 0x8238C5C8

    Ammo
    0x8281A144

    Recoil
    0x82640B24

    Key_isDown
    0x8261B270

    Credit to: imGol2den for releasing | me for updating
    CL_WritePacket
    CL_WritePacket(int localclientnum) - 0x8261F510

    Structs
    playerState_s - 0x837E6A00 - additive - same
    gentity_s -0x8381CA00 - additive - same
    client_s - 0x83E8FA80 - additive - same
    mFlags - same

    Fun Mods
    Jump - 0x8206331C

    Now the good stuff

    Regarding Chams Stored in: CG_Player
    0x8267732C

    Offhost Functions
    onhost Redboxes: 0x826A422C | offhost Redboxes: 0x826A422C + 0x01

    Setting Player Angles
    void __cdecl SetTestClientViewAngle(int ent, const float *angles) - 0x8244C6E8
    void __cdecl SetClientViewAngle(int ent, const float *angles) - 0x8252CED8

    Warning: There's an issue here, they changed the structure for BG_GetWeaponIndexForName into a branch.

    Weapon Giving
    GivePlayerWeapon - 0x824D0CA8
    GetWeaponIndexForName - 0x826C2AC8, 0x824D02A8, or 0x824D06A0
    G_InitializeAmmo - 0x82526DE0

    Credit to: sonido64 for original find.

    Walk Nop
    0x82536A34


    Any TU
    Button Monitoring



    ---- Int32 returned----- hex---
    A = 1024 /* 0x400 */
    B = 256 /* 0x100 */
    Y = 0 /* 0x00 */
    X = 48 /* 0x30 */
    LT = 526336 /* 0x80800 */
    RT = 1 /* 0x01 */
    START = 8388608 /* 0x800000 */
    BACK = NULL /* NULL *// Removed
    LB = 32768 /* 0x8000 */
    RB = 16384 /* 0x4000 */
    DPAD_LEFT = /* */ Removed
    DPAD_RIGHT = /* */ Removed
    DPAD_UP = /* */ Removed
    DPAD_DOWN = /* */ Removed
    LS = 8194 /* 0x2002 */
    RS = 67108868 /* 0x4000004 */
     
  2. De

    DellBoy Veni Vidi Vici Lifetime Gold
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    great stuff keep it coming, liked! ;)
     
  3. ni

    nicholasbroo Newbie
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    Okay here's more TU2

    Offhost Functions

    Redboxes


    offset: 0x826A1FF5
    function: I believe is: CG_Draw2d or
    # void __cdecl PM_UpdateViewAngles(playerState_s *ps, float msec, usercmd_s *cmd, char handler)


    Code:
    Call:
    How to Enable: byte[] ON = 0x40, byte[] OFF = 0x41;
     
    Example:
    void Redboxes(bool isEnabled)
    {
    uint RedboxesHost= 0x826A1FF5; byte[] ON = 0x40, byte[] OFF = 0x41;
    switch (isEnabled)
    {
    case true:  Jtag.SetMemory(RedboxesHost, ON); break;
    case false: Jtag.SetMemory(RedboxesHost, OFF); break;
    }
    }
    
    Chrome Players
    Code:
    * Add later
    offset:
    
    UAV
    Code:
    * Add later
    offset:
    

    Something new I found

    Note: This is TU2 if you're not on TU2 then it will not work as the bytes shifted during TU1.

    playerstate stuff so far

    Code:
    Player Laser Color = PlayerState + 0x1D
    Item Objective Sonar Ping PlayerState+ 0x68 -  Activators: 0x01 - 0x00 :
    laser = PlayerState + 0x69 - Activators: 0x01 - 0x00
    


    Code:
    Here:  Function G_SetOrigin
    Function Args G_SetOrigin(gentity_s *ent, const float *origin)
     
    It's either this one or this one
    0x824D1E80 : 0x824D1EE0
    Too tired to test.
    


    Code:
    public static class Playerstate
    {
    public static class Laser_Colors
    { public static uint
        default = 0x00,
        yellow = 0x01,
        red_big = 0x02,
        none = 0x03,
        blue_small = 0x04;
      }
    }
    

    Preview

    blue
    [​IMG]

    Forgot to update this
    TU2

    Function: AnswerChallenges
    SP: 0x826CA488 (PDWORD)
    MP: 0x821CA3B8 (PDWORD)

    //Hook it like so

    SinglePlayer

    Code:
    HookFunctionStart((PDWORD)0x826CA488, (PDWORD)answerChallenges, (DWORD)answerChallengesHook);
    

    MultiPlayer

    Code:
    HookFunctionStart((PDWORD)0x821CA3B8, (PDWORD)answerChallenges, (DWORD)answerChallengesHook);
    


    Secret Room found by: imGol2den
    JRPC.CallVoid(Cbuf_addText, 0, "set ui_mapname mp_vlobby_room");

    Preview
    [​IMG]
     
  4. De

    DellBoy Veni Vidi Vici Lifetime Gold
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    great stuff really good work
     
  5. ni

    nicholasbroo Newbie
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    Force Host when people cannot force it with any dvar due to a playlist update.


    Code:
    void ForceHost(bool isactive)
    {
        Byte[] On = { 0x60, 0x00, 0x00, 0x00 }, Off = { 0x89, 0x6B, 0x00, 0x0C }; 
    Nick.SetMemory(0x82615F20, isactive ? On : Off);
    }
    
    Code:
    ForceHost(true);
    ForceHost(false);
     
  6. Bu

    Bullet Guest

    Nice work, great thread. Pinned!
     
  7. alex32

    alex32 Newbie
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    nice thx bro
     
  8. ni

    nicholasbroo Newbie
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    Thanks bullet. ESP will be added soon enough enjoy guys because if people are going to sell stupid tools then I'll be releasing alot of stuff. Expect chams to be released tommarrow afternoon.

    Here's a basic ESP (via CBUF)

    To draw player names through the wall credit to Coder123

    Preview
    [​IMG]

    ESP names
    Code:
    Function to call: CBUF_ADDTEXT
    
    ------ Type --- Dvar -----
    [bool] cg_allPlayerNamesVisible 1
    [bool] cg_drawThroughWalls 1
    [int] cg_overheadNamesMaxDist 99999
    I don't see this a lot so screw it.
    part of ESP so hook this crap.
    Example:
    [​IMG]
    Code:
    Search:  7D 2A 41 2E 4B FF
     
    Function: typedef void (_cdecl *R_AddCmdDrawStretchPic)(float x, float y, float w, float h, float xScale, float yScale, float xay, float yay, const float *color, int material);
    R_AddCmdDrawStretchPic R_DrawImage = (R_AddCmdDrawStretchPic) 0x8229ABC8;
     
    MW2: 0x8234F998
    MW3: 0x:8241F038
    GHOSTS: 0x8266AB90
    AW: 0x8229ABC8 or 8229ACD0
    
     
  9. ni

    nicholasbroo Newbie
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    Player Chams

    As Promised at 4pm which i got annoyed about and bugged.

    Before We start refer to the flags I released
    Structure
    Code:
    public static class Chams
            {
                /// <summary> This holds all the Render flags for Player Outlines or Full player color
                /// </summary>
                public static class renderFxFlags
                {
                    public static Byte[] Kill = { 0x7F, 0xC6, 0xF3, 0x78 };
                    public static class Player_Outlines
                    {
                        public static Byte[]
                        Black = { 0x38, 0xC0, 0x00, 0x02 },
                        Red = { 0x38, 0xC0, 0x00, 0x04 },
                        Green = { 0x38, 0xC0, 0x00, 0x06 },
                        Cyan = { 0x38, 0xC0, 0x00, 0x08 },
                        Basic = { 0x38, 0xC0, 0x00, 0x08 },
                        Orange = { 0x38, 0xC0, 0x00, 0x0A },
                        Yellow = { 0x38, 0xC0, 0x00, 0x0C },
                        Blue = { 0x38, 0xC0, 0x00, 0x0E };
                    }
                    public static class PlayerBodyColor_No_Outlines
                    {
                        public static Byte[]
                        Red = { 0x38, 0xC0, 0x00, 0x12 },
                        RedBold = { 0x38, 0xC0, 0x00, 0x14 },
                        Green = { 0x38, 0xC0, 0x00, 0x16 },
                        Cyan = { 0x38, 0xC0, 0x00, 0x18 },
                        Orange = { 0x38, 0xC0, 0x00, 0x1A },
                        Yellow = { 0x38, 0xC0, 0x00, 0x1C },
                        Blue = { 0x38, 0xC0, 0x00, 0x1E };
                    }
                }
     
    //Definer
    uint ChamsMP = 0x826754A4;
    static void SetChamsMP(Boolean isactive)
    {
      switch (isactive)
    {
        case true: Nick.SetMemory(ChamsMP, renderFxFlags.Player_Outlines.Yellow); break;
        case false: Nick.SetMemory(ChamsMP, renderFxFlags.Kill); break;
    }
    }
    
    Call
    Code:
    SetChamsMP(true);
    SetChamsMP(false);
    
    Preview:
    [​IMG]
     
  10. ni

    nicholasbroo Newbie
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    Console:
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    Button Monitoring

    Code:
    ---- Int32 returned----- hex---
    A = 1024 /* 0x400 */
    B = 256 /* 0x100 */
    Y = 0 /* 0x00 */
    X = 48 /* 0x30 */
    LT = 526336 /* 0x80800 */
    RT = 1 /* 0x01 */
    START = 8388608 /* 0x800000 */
    BACK = NULL /* NULL *// Removed
    LB = 32768 /* 0x8000 */
    RB = 16384 /* 0x4000 */
    DPAD_LEFT =  /*  */ Removed
    DPAD_RIGHT =  /*  */ Removed
    DPAD_UP =  /*  */ Removed
    DPAD_DOWN =  /*  */ Removed
    LS = 8194 /* 0x2002 */
    RS = 67108868 /* 0x4000004 */
     
  11. Hu

    Hugh Newbie
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    im not sure weather you mean either "0x8229ABC8 or 8229ACD0" or as in your not sure which lol, and i got 0x8229ACD0 btw for AddCmdDrawStretchPic :)
     
  12. ni

    nicholasbroo Newbie
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    that's what i thought, it was one of the two :) I ported from MW2 so it's weird anyhow, aim me: TTGNicholasbroo1
     
  13. ni

    nicholasbroo Newbie
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    Screw it, I keep being told to update offsets so have at it, also FYI, I will not respond to ignorant people quoting me.

    Also: Let's make this offset thread, "worth viewing" other then the basic offsets.

    TU3

    Multiplayer

    EntryStats (not smart to use this)

    Code:
    0x83A0D644
    


    Credit to: SC58
    Aimbot (offhost)

    Code:
    0x82B56454 - clientActive_t
    0x82318C08 - CL_SetViewAngles(int localClientNum, const float *angles)
    clientActive_t + 0x3D68
    CEntity ClientOrgins - 0x82B07324 + 0x14
    Next Client - 0x20C
    


    Credit to: Kyza
    Load DLL in memory

    Code:
    address 1 - 0x8213ABA0
    address 2 - 0x8213B088
    address 3 - 0x82088D11
    


    Hudelems

    Code:
    g_hudelem_s - 0x83685D00
    void __cdecl BG_LerpHudColors(int elem, int time, int toColor) - 0x826E4DC0
    Requirement: -  0x837BF7C0
    void __cdecl BG_LerpHudFont(int elem, int time, int fontscale) - 0x826E4F48
    int __cdecl HudElem_Alloc(int clientNum, int teamNum) - 0x82527F88
    void __cdecl Scr_AddHudElem(int hud) - 0x824D71F8
    


    SetOrigin

    Code:
    G_SetOrigin(gentity_s *ent, const float *origin) - 0x824D1EA8
    


    Other

    Code:
    XamInputGetState - 0x82855EA4
    (DWORD) Level_Locals_t 0x837BEC80
    game_va - 0x82384E08
    SP_trigger_radius - 0x821E9C78
    G_TempEntity 0x824D2BF0
    g_enableEarthquake - 0x836B4D84
    Visionmass - 0x82006688
    


    FPS [Frames Per second]

    Code:
    FPS = 0x823B0704
    FPS_Text = 0x82098170,
    FpsPosition1Offset = 0x82062D9C/*(up&down)*/
    FpsPosition2Offset = 0x820630B4 /*(Left&Right)*/
    


    Index's

    Code:
    G_SoundAliasIndex_t - 0x8283BAF0
    G_FindConfigstringIndex - 0x827FBA30
    


    Model Stuff

    Code:
    SetModel = 0x824D4328
    


    Main Functions

    Code:
    Force Host = 0x82615ED0
    SV_ExecuteClientCommand(client_s *cl, const char *s, int clientOK) - 0x8241C9E0
    SV_GameSendServerCommand(int clientNum, int type, const char *text) - 0x82419720
    SV_SendClientStatMessage(void) - 0x82410590
    ClientCommand - 0x8252E900
    SV_AddServerCommand- 0x82410728
    SV_SendServerCommand 0x82410D00
    


    Ammo

    Code:
    0x82816134
    


    Recoil

    Code:
    0x8263ECFC
    


    Key_isDown

    Code:
    0x82619670
    


    Structs

    Code:
    playerState_s - 0x8378E100- additive - same
    gentity_s - 0x837C3A80 - additive - same
    client_s - 0x83E79F80 - additive - same
    mFlags - same
    


    Fun Mods

    Code:
    Jump - 0x8206319C - same
    


    Now the good stuff

    Regarding Chams Stored in: CG_Player

    Code:
    0x82675464
    


    Offhost Functions

    Code:
    onhost Redboxes: 0x826A1FB4 | offhost Redboxes: 0x826A1FB5
    


    Setting Player Angles

    Code:
    void __cdecl SetTestClientViewAngle(int ent, const float *angles) - 0x8244C6E8
    void __cdecl SetClientViewAngle(int ent, const float *angles) - 0x8252CED8
    


    Weapon Giving

    Code:
    GivePlayerWeapon - 0x824CFA08
    GetWeaponIndexForName - 0x826C03B0
    G_InitializeAmmo - 0x82525790
    



    Regarding Single Player (Not released, and No, I didn't port these you fucks)

    I enjoy, messing around in single player, I'm sure CraigChrist8239 does as well, as we don't care to get online, unless it's a testing reason.

    Single Player

    Code:
    FPS string - 0x82032C5C
    FPS nop- 0x8247D0AC
    Ammo - 0x8251979C + 0x03
    FPS Position left -> Right - 0x82012538
    Jump - 0x82038270
    

    Preview:



    Exo

    Code:
    Gamertag: 0x84300B14
    XUID: 0x84300B60
    
     
  14. ni

    nicholasbroo Newbie
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    Well Here as people don't understand what to do with loading a dll.


    First you will require a Patch.s file, I have everything here for you. Supporting all Tu's currently.
    Code:
    #How to patch: xepatcher -p defaultdllpatches.s -x default_mp.xex
    #Game: Advanced Warfare TU: 0 through 3 Supported - Author: Nicholasbroo
     
    .globl _start
    _start:
     
    #Simply remove the # for the 3 lines under the TU you are patching.
    #That way I won't have to have 2 .S files...
     
    #####################
    #### TU3 Patches ####
    #####################
    .set DLLLoaderHook, 0x8213ABA0
    .set LoadLibraryA, 0x8213B088
    .set DLLLoaderString, 0x82088D11
     
    #####################
    #### TU2 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA8
    #.set LoadLibraryA, 0x8213B090
    #.set DLLLoaderString, 0x82088D35
     
    #####################
    #### TU1 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA0
    #.set LoadLibraryA, 0x8213B088
    #.set DLLLoaderString, 0x82088E45
     
    #####################
    #### TU0 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213A6E0
    #.set LoadLibraryA, 0x8213ABC8
    #.set DLLLoaderString, 0x8208718D
     
    .long DLLLoaderString
    .long (9f-0f)/4
    0 :
        .string "game:\\dll_load.dll"
        .align 1
    9:
     
    .long DLLLoaderHook
    .long (9f-0f)/4
    0 :
        lis %r11, DLLLoaderString@h
        ori %r3, %r11, DLLLoaderString@l
        bl (LoadLibraryA - (DLLLoaderHook + 0x8))
    9:
     
    # =======================================================
    # End Patches
    # =======================================================
    .long 0xFFFFFFFF
    
    How to Update this.
    Simply Search for these functions below
    Code:
    DLLHook: 60 00 00 00 7D 08 43 78  7D 08 43 78 3D 20 84
    LoadLibraryA: 7D 88 02 A6 91 81 FF F8  94 21 FF A0 38 C1 00 50
    DLLLoaderString: 61 74 65 3A 20 6F 62 6A  65 63 74 69 76 65 6E 75 (Go to SV_)
    
     
  15. losparo

    losparo Moderator Staff Member XPG Moderator TeamXPG
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    wow man lol you just handed em everything excellent work and really nice share ;)
     
  16. ni

    nicholasbroo Newbie
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    Thanks man, do you got a contact method I can get a hold of you with?
     
  17. ni

    nicholasbroo Newbie
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    TU4 was released at 2:21 am : Posted at 5:51 am

    This is the last time I'm updating these, Stop selling friggen tools!

    Bypasses
    Time: 15 Minutes to 20 minutes.
    Why? enough to do a recovery or something.
    Type of bypass: Free | Resourceful?: No
    Instruction Changed into: li, r0, 0
    Activators: 3C 00 00 00

    TU4

    Code:
    0x822D5F80                 addi      r4, r1, 0xB0+var_60 | hex: 38 81 00 50
    0x821CA2E8                mfspr   r12, LR | hex: 7D 88 02 A6
    

    What this so called 'bypass' does

    Code:
    0x822D5F80                lis       r0, 0 //3C000000
    0x821CA2E8                 lis       r0, 0 //3C000000
    


    Multiplayer
    EntryStats (not smart to use this)

    Code:
    0x83A66374
    

    Credit to: SC58 for original Release | me for updating.
    Aimbot (offhost)

    Code:
    0x82B6B494 - clientActive_t
    0x82318FD0 - CL_SetViewAngles(int localClientNum, const float *angles)
    clientActive_t + 0x3D68
    CEntity_ClientOrgins - 0x82B1C1D4 + 0x14
    Next Client - 0x20C
    

    Credit to: Kyza
    Load DLL in memory
    Code:
    .set DLLLoaderHook, 0x8213AAF0
    .set LoadLibraryA, 0x8213AFD8
    .set DLLLoaderString, 0x82088D11 /*didn't change*/
    

    Patch.S

    Code:
    #The command I use for xepatcher (so i can ctrl+c+v)
    #xepatcher -p defaultdllpatches.s -x default_mp.xex
    #Game: Advanced Warfare TU: 0 through 4 Supported
    #Author: Nicholasbroo
    #How To find the functions required: DLLHook: 60 00 00 00 7D 08 43 78  7D 08 43 78 3D 20 84 | LoadLibraryA: 7D 88 02 A6 91 81 FF F8  94 21 FF A0 38 C1 00 50 | DLLLoaderString: 61 74 65 3A 20 6F 62 6A  65 63 74 69 76 65 6E 75 (Go to SV_)
    
    .globl _start
    _start:
    
    #Simply remove the # for the 3 lines under the TU you are patching.
    #That way I won't have to have 2 .S files...
    
    #####################
    #### TU4 Patches ####
    #####################
    .set DLLLoaderHook, 0x8213AAF0
    .set LoadLibraryA, 0x8213AFD8
    .set DLLLoaderString, 0x82088D11
    
    #####################
    #### TU3 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA0
    #.set LoadLibraryA, 0x8213B088
    #.set DLLLoaderString, 0x82088D11
    
    #####################
    #### TU2 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA8
    #.set LoadLibraryA, 0x8213B090
    #.set DLLLoaderString, 0x82088D35
    
    #####################
    #### TU1 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213ABA0
    #.set LoadLibraryA, 0x8213B088
    #.set DLLLoaderString, 0x82088E45
    
    #####################
    #### TU0 Patches ####
    #####################
    #.set DLLLoaderHook, 0x8213A6E0
    #.set LoadLibraryA, 0x8213ABC8
    #.set DLLLoaderString, 0x8208718D
    
    .long DLLLoaderString
    .long (9f-0f)/4
    :shocked:
        .string "game:\\dll_load.dll"
        .align 1
    9:
    
    .long DLLLoaderHook
    .long (9f-0f)/4
    :shocked:
        lis %r11, DLLLoaderString@h
        ori %r3, %r11, DLLLoaderString@l
        bl (LoadLibraryA - (DLLLoaderHook + 0x8))
    9:
    
    # =======================================================
    # End Patches
    # =======================================================
    .long 0xFFFFFFFF

    Hudelems
    Code:
    g_hudelem_s - 0x83685D00
    void __cdecl BG_LerpHudColors(int elem, int time, int toColor) - 0x826E7B88
    Requirement: -  0x838180C0
    void __cdecl BG_LerpHudFont(int elem, int time, int fontscale) - 0x826E7D10
    int __cdecl HudElem_Alloc(int clientNum, int teamNum) - 0x825295D8
    void __cdecl Scr_AddHudElem(int hud) - 0x824D8538
    

    SetOrigin
    Code:
    G_SetOrigin(gentity_s *ent, const float *origin) - 0x824D31A8
    

    Other
    Code:
    XamInputGetState - 0x8285A084
    (DWORD) Level_Locals_t - 0x83817C00
    game_va - 0x82385150
    SP_trigger_radius - 0x821E9AB8
    G_TempEntity - 0x824D3EF0
    g_enableEarthquake - 0x8370D63C
    Visionmass - 0x820066A0
    

    FPS [Frames Per second]
    Code:
    FPS = 0x823B0A3C
    FPS_Text = 0x820987E0
    FpsPosition1Offset = 0x82062F1C /*(up&down)*/
    FpsPosition2Offset = 0x82063234 /*(Left&Right)*/
    

    Index's
    Code:
    0x
    G_SoundAliasIndex_t - 0x8283FC40
    G_FindConfigstringIndex - 0x8281E630
    

    Model Stuff
    Code:
    SetModel = 0x824D5650
    

    Main Functions
    Code:
    Force Host = 0x0x82617AE0
    SV_ExecuteClientCommand(client_s *cl, const char *s, int clientOK) - 0x8241DBA8
    SV_GameSendServerCommand(int clientNum, int type, const char *text) - 0x8241A8F8
    SV_SendClientStatMessage(void) - 0x82411720
    ClientCommand - 0x8252FF50
    SV_AddServerCommand- 0x824118B8
    SV_SendServerCommand - 0x82411E90
    Cbuff_addText = 0x824B41C8
    

    Dvar Retrieving
    Dvar_GetBool - 0x8238C5C8

    Ammo
    Code:
    0x8281A144
    

    Recoil
    Code:
    0x82640B24
    

    Key_isDown
    Code:
    0x8261B270
    

    Credit to: imGol2den for releasing | me for updating
    CL_WritePacket
    CL_WritePacket(int localclientnum) - 0x8261F510

    Structs
    Code:
    playerState_s - 0x837E6A00 - additive - same
    gentity_s -0x8381CA00 - additive - same
    client_s - 0x83E8FA80  - additive - same
    mFlags - same
    

    Fun Mods
    Code:
    Jump - 0x8206331C
    

    Now the good stuff

    Regarding Chams Stored in: CG_Player
    Code:
    0x8267732C
    

    Offhost Functions
    Code:
    onhost Redboxes: 0x826A422C | offhost Redboxes: 0x826A422C + 0x01
    

    Setting Player Angles
    Code:
    void __cdecl SetTestClientViewAngle(int ent, const float *angles) - 0x8244C6E8
    void __cdecl SetClientViewAngle(int ent, const float *angles) - 0x8252CED8
    

    Warning: There's an issue here, they changed the structure for BG_GetWeaponIndexForName into a branch.

    Weapon Giving
    Code:
    GivePlayerWeapon - 0x824D0CA8
    GetWeaponIndexForName - 0x826C2AC8, 0x824D02A8, or 0x824D06A0
    G_InitializeAmmo - 0x82526DE0
    

    Credit to: sonido64 for original find.

    Walk Nop
    0x82536A34
     
    Last edited by a moderator: Aug 6, 2016
  18. ca

    captainspaulding85 Newbie
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    nice nice nice
     

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