SPRX/1.14 | Preview Superman ModMenu - by me

J'ai trouve qui pourrait peut être t’intéresse ;)
(Réponse vers le milieu de la page 3)
 
J'ai trouve qui pourrait peut être t’intéresse ;)
(Réponse vers le milieu de la page 3)
Mais c'est trop chaud même avec ce code mdr :'(

Moi j'ai trouvé ça, ça a l'air pas mal non plus : http://reality-gaming.fr/threads/release-ps3-sprx-slowmodzhd-superman-modmenu-1-14.455057/ :P
 
Mais c'est trop chaud même avec ce code mdr :'(

Moi j'ai trouvé ça, ça a l'air pas mal non plus : http://reality-gaming.fr/threads/release-ps3-sprx-slowmodzhd-superman-modmenu-1-14.455057/ :p
J'avoue que c'est bien mieu :D
 
Ha puis la version C++ :
Code:
typedef gentity_s * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
typedef void (__cdecl * SV_ExecuteClientCommand_t)(void *cl, const char *s, int clientOK, int);
SV_ExecuteClientCommand_t SV_ExecuteClientCommand = (SV_ExecuteClientCommand_t)0x822531C8;
struct Bots
{
int clientNum;
};
void AddBotClient()
{
typedef Bots * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
char charBuffer[0x100];
Bots * addedTestClient = SV_AddTestClient();
Sleep(150);
sprintf(charBuffer, "mr %i 3 autoassign", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
Sleep(150);
sprintf(charBuffer, "mr %i 10 class1", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
}
//ADD THIS TO A NEW HEADER FILE AND USE #include ""
typedef enum {
TEAM_FREE,
TEAM_AXIS,
EAM_ALLIES,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
struct usercmd_s
{
int ServerTime;
int Buttons;
char Weapon;
char OffHandIndex;
char Padding[2];
int Angle[3];
char Unknown_data[0x10];
};
typedef enum
{
SESS_STATE_PLAYING, SESS_STATE_DEAD, SESS_STATE_SPECTATOR, SESS_STATE_INTERMISSION
} sessionState_t;
typedef enum
{
CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED
} clientConnected_t;
struct clientState_s
{
int unknown;team_t team;
char unknown_data[0x84];
};
struct clientSession_t
{
sessionState_t sessionState;
int ClientNum;
int Score;
int Deaths;
int Kills;
int Assists;
short ActiveScripts;
char Padding[2];
clientConnected_t Connect;
usercmd_s cmd;
usercmd_s oldcmd;
int IsLocalClient;
int UnknownInt;
char Name[32];
int MaxHealth;
int EnterTime;
char Unknown_Data[0xC];
float moveSpeedScaleMultiplier;
int ViewModelIndex;
char unknown_data[0x10];
clientState_s _cs;
char unknown_data5[0x14C];
};
struct playerState_s
{
int commandTime;
int Notsure;
int Weird;
int WeirdView;
int eFlags;
int NotSure2;
char UnknownData2[4];
float Origin[3];
float Velocity[3];
char unknown_data3[0x315C];
};
struct gclient_s
{
playerState_s ps;
clientSession_t sess;
char UnKnowData[0x10];
int buttons;
};
struct gentity_s
{
char unknown_data[0x158];
gclient_s *clientData;
};
gentity_s * getEntity(unsigned int ClientIndex)
{
return (gentity_s *)(0x82F03600 + (ClientIndex * 0x280));
}
gentity_s *Entity;

Oui je veut des bots ! x)
 
Ha puis la version C++ :
Code:
typedef gentity_s * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
typedef void (__cdecl * SV_ExecuteClientCommand_t)(void *cl, const char *s, int clientOK, int);
SV_ExecuteClientCommand_t SV_ExecuteClientCommand = (SV_ExecuteClientCommand_t)0x822531C8;
struct Bots
{
int clientNum;
};
void AddBotClient()
{
typedef Bots * (__cdecl * SV_AddTestClient_t)();
SV_AddTestClient_t SV_AddTestClient = (SV_AddTestClient_t)0x822546F8;
char charBuffer[0x100];
Bots * addedTestClient = SV_AddTestClient();
Sleep(150);
sprintf(charBuffer, "mr %i 3 autoassign", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
Sleep(150);
sprintf(charBuffer, "mr %i 10 class1", *(int *)0x8360922C);
SV_ExecuteClientCommand((void *)(*(int *)0x83623B98 + (addedTestClient->clientNum * 0x97F80)), charBuffer, 1, 0);
}
//ADD THIS TO A NEW HEADER FILE AND USE #include ""
typedef enum {
TEAM_FREE,
TEAM_AXIS,
EAM_ALLIES,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
struct usercmd_s
{
int ServerTime;
int Buttons;
char Weapon;
char OffHandIndex;
char Padding[2];
int Angle[3];
char Unknown_data[0x10];
};
typedef enum
{
SESS_STATE_PLAYING, SESS_STATE_DEAD, SESS_STATE_SPECTATOR, SESS_STATE_INTERMISSION
} sessionState_t;
typedef enum
{
CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED
} clientConnected_t;
struct clientState_s
{
int unknown;team_t team;
char unknown_data[0x84];
};
struct clientSession_t
{
sessionState_t sessionState;
int ClientNum;
int Score;
int Deaths;
int Kills;
int Assists;
short ActiveScripts;
char Padding[2];
clientConnected_t Connect;
usercmd_s cmd;
usercmd_s oldcmd;
int IsLocalClient;
int UnknownInt;
char Name[32];
int MaxHealth;
int EnterTime;
char Unknown_Data[0xC];
float moveSpeedScaleMultiplier;
int ViewModelIndex;
char unknown_data[0x10];
clientState_s _cs;
char unknown_data5[0x14C];
};
struct playerState_s
{
int commandTime;
int Notsure;
int Weird;
int WeirdView;
int eFlags;
int NotSure2;
char UnknownData2[4];
float Origin[3];
float Velocity[3];
char unknown_data3[0x315C];
};
struct gclient_s
{
playerState_s ps;
clientSession_t sess;
char UnKnowData[0x10];
int buttons;
};
struct gentity_s
{
char unknown_data[0x158];
gclient_s *clientData;
};
gentity_s * getEntity(unsigned int ClientIndex)
{
return (gentity_s *)(0x82F03600 + (ClientIndex * 0x280));
}
gentity_s *Entity;

Oui je veut des bots ! x)
J'essaierai demain, mais je crois que j'ai déjà essayer ce code et ça ne fonctionner pas .. :/
 
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