Random offsets: Spoiler FPSText = 0x8204AB1C; UAV = 0x845ADE5C; Laser = 0x8227AB9B; Chrome Players = 0x8266A444; No Recoil = 0x822C4E74; FPS = 0x82535A6C; SP_script_model = 0x82420700; SV_LinkEntity = 0x824E85A0; SV_SetBrushModel = 0x824D15D8; SV_UnLinkEntity = 0x824E8238; MapBrushModel = 0x7F80; BrushModelEntryTU10 = 0x83356180; ClientX = 0x1c; ClientY = 0x20; ClientZ = 0x24; EntryStats = 0x8353E33C; Deaths = 0x5d; Kills = 0x85; Killstreak = 0x89; GamePlayed = 0x75; Losses = 0x8D; Wins = 0xd6; Score = 0xAE; TimePlayed = 0xCA; Hits = 0x6D; Misses = 0x92; SquadPoints = 0x4C30; Prestige = 0x4F28; RankXP = 0x9A; Ammo = 0x82243A18; autoguns = 0x8223EA64; Boxes = 0x82268B24; G_GivePlayerWeapon = 0x8242C348; BG_GetWeaponIndexForName = 0x82245870; G_InitializeAmmo = 0x823E99A8; G_Spawn = 0x82427A38; SV_GameSendServerCommand = 0x824D1498; getPlayerStateOffset = 0x832db880 ; gEntity = 0x83355500; Cbuf_AddText = 0x824468F0; Gamertag_Pregame = 0x83EBD5B8; jump = 0x82016224; falldmgoffset =8222C21C ; G_SetModel = 0x82427558; Main Demonware = 0x826208A0; Demonware1 = 0x827B9854; Demonware2 = 0x827B986C; Demonware3 = 0x827B4700; // Demonware5 = 0x827B46DC; uint FPS = tu10 // 0x82535A6C uint SP_script_model = tu10 //0x824207A8 uint SV_LinkEntity = tu10 //0x824E85A0 uint SV_SetBrushModel = tu10 // 0x824D15D8 uint SV_UnLinkEntity = tu10 //0x824E8238 uint Ammo =tu10 //0x82243A1C uint autoguns = tu10 //0x8223EA64 uint G_GivePlayerWeapon = tu10 //0x8242C348 uint BG_GetWeaponIndexForName = tu10 //0x8242C558 uint G_InitializeAmmo =tu10 //0x823EA6A8 uint G_Spawn = tu10 // 0x82427A38 uint SV_SendGameServerCommand =tu10 // 0x824D14B4 Cbuf_AddText = tu10 //0x824468F0 SV_GameSendServerCommand =tu10 // 0x824D1498 gEntity = tu10 //0x83355500 jump_height =tu10 // 0x82016224 falldamage =tu10 // 0x8222C21C allClientHealth = tu10 // 0x823E10C8 allClientMovementType = tu10 // 0x822323CC PreGameGamertag =tu10 // 0x83EBD5B8 ChromePlayer =tu10 // 0x82666060 redlaser = tu10 // 0x82279550 Dvar_GetBool =tu10 // 0x82555E78 Dvar_GetInt =tu10 // 0x82555EA0 third person =tu10// 0x824468F0 big cumpus =tu10 // 0x824468F0 adavnced uav =tu10 // 0x824468F0 fov =tu10 // 0x824468F0 wall hack =tu10//0x824468F0 redbox =tu10// 0x8224FFD0 Play FX: Spoiler int (*G_Temp)(float*origin,int r4) = (int(_cdecl*)(float*,int))0x82429A38; int (*G_EffectIndex)(char*effectName) = (int(__cdecl*)(char*))0x8215C528; //void (*Scr_PlayFX)(int clientIndex, float**origin, int effectIndex, int r6) = (void(__cdecl*)(int,float**,int,int))0x82411A48; int playFx(float*vec, char*effect) { int entity = G_Temp(&vec, 0x5B); *(int*)(entity + 0x9C) = G_EffectIndex(effect); *(float*)(entity + 0x40) = 0.0f; *(float*)(entity + 0x44) = 0.0f; *(float*)(entity + 0x48) = 270f; return entity; } void playFx(int clientIndex, char*tag, char*effect) { float *vec3[3]; getTagOrigin(clientIndex, tag, &vec3); playFx(&vec3, effect); //Scr_PlayFX(clientIndex, &vec3, G_EffectIndex(effect), 0); } BanBypass Spoiler 0x827B4700 - 0x4800 0x827B46E8 - 0x60000000 0x827B46DC - 0x60000000 0x827B986C - 0x4800 0x827B9854 - 0x60000000 If you have anymore to add, comment them below and I will add them with credits to you ~XPGKillerVidz
Credits since OP is missing them. x) Bypass - Neokilla (originally from Bitwise) FX - Bitwise (hacksorce for original research) Random - Unsigned Chaos & antisober