Fonctionnelblack screen : 0x26EFC20 ON : 0x01 OFF : 0x00
Credit : Moi

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Fonctionnelblack screen : 0x26EFC20 ON : 0x01 OFF : 0x00
Credit : Moi
Remonte la discution j'ai mit 2 mods non hist en plus que ta pas addFonctionnelmais moi je ne vois l'intérêt de se mettre dans le noir
![]()
thxEssaye sa, si sa marche temps mieux:
Code:unsigned int function_address = 0x3CE408; int Call(unsigned int func_address, ...) { int length = parameters->Length; int index = 0; unsigned int num3 = 0; unsigned int num4 = 0; unsigned int num5 = 0; unsigned int num6 = 0; while (index < length) { if (dynamic_cast<int>(parameters[index]) != nullptr) { PS3::Extension::WriteInt32(0x10020000 + (num3 * 4), static_cast<int>(parameters[index])); num3++; } else if (dynamic_cast<unsigned int>(parameters[index]) != nullptr) { PS3::Extension::WriteUInt32(0x10020000 + (num3 * 4), static_cast<unsigned int>(parameters[index])); num3++; } else { unsigned int num7; if (dynamic_cast<std::wstring>(parameters[index]) != nullptr) { num7 = 0x10022000 + (num4 * 0x400); PS3::Extension::WriteString(num7, static_cast<std::wstring>(parameters[index])); PS3::Extension::WriteUInt32(0x10020000 + (num3 * 4), num7); num3++; num4++; } else if (dynamic_cast<float>(parameters[index]) != nullptr) { PS3::Extension::WriteFloat(0x10020024 + (num5 * 4), static_cast<float>(parameters[index])); num5++; } else if (dynamic_cast<float[]>(parameters[index]) != nullptr) { float *input = static_cast<float[]>(parameters[index]); num7 = 0x10021000 + (num6 * 4); WriteSingle(num7, input); PS3::Extension::WriteUInt32(0x10020000 + (num3 * 4), num7); num3++; num6 += static_cast<unsigned int>(input->Length); } } index++; } PS3::Extension::WriteUInt32(0x1002004C, func_address); delay(20); return PS3::Extension::ReadInt32(0x10020050); } void Enable_RPC() { if (PS3::Extension::ReadByte(function_address + 0xB) == 0xD0) { PS3::SetMemory(function_address, new unsigned char[] {0x4E, 0x80, 0x00, 0x20}); delay(20); unsigned char memory[136] = {0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x02, 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, 0x02, 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 + 4, memory); PS3::SetMemory(0x10020000, new unsigned char[0x2854]); PS3::SetMemory(function_address, new unsigned char[] {0xF8, 0x21, 0xFF, 0x91}); } else { } } int Init() { function_address = 0x3CE408; Enable_RPC(); return 0; }
si j'ai testé les 2 mais non fonctionnel, color player = wallhack? et l'autre=ADUAV ?Remonte la discution j'ai mit 2 mods non hist en plus que ta pas add![]()
Non le on jai pas alors test un NOP ou alors remplace 00 a la fin par 01 ou 02On : 0xCB918 ?![]()
Color players et HART si je me souviens normalement y devrait marchersi j'ai testé les 2 mais non fonctionnel, color player = wallhack? et l'autre=ADUAV ?
Euh non rien avoir avec uav ou wallhack cest dautre mods ^^si j'ai testé les 2 mais non fonctionnel, color player = wallhack? et l'autre=ADUAV ?
on parle bien de ces 2 non-host?Tient FPS Enable = 0xCB918 OFF : 2C 03 00 00 // a TEST
Credits : @Marentdu93
Non - Host :
Color Player = 0x113C40 - 0x38 0xC0 0xFF 0xFF - OFF : new byte [0]
H.A.T.R = 0xC7808 - 0x60 0x00 0x00 0x00
Yep je les est update en 1.03 il devrait marcher sinon je reverifirer demain ^^on parle bien de ces 2 non-host?
ok pas de soucisYep je les est update en 1.03 il devrait marcher sinon je reverifirer demain ^^
Fais sa pour les 2 mods non host que je t'es donner au lieu du SetMemoryok pas de soucis![]()
C'est pas saIl me manque le G_SetModel j'arrive pas a trouver la bonne adresse![]()
public static void WriteSingle1(uint address, float input)
{
byte[] array = new byte[4];
BitConverter.GetBytes(input).CopyTo(array, 0);
Array.Reverse(array, 0, 4);
PS3.SetMemory(address, array);
}
public static void AdvancedNoclip(int Client)
{
SetVelocity(Client, new float[] { ReturnVelocity(Client)[0], ReturnVelocity(Client)[1], 42.5f });
if (ButtonPressed(Client, Buttonz.L3))
{
SetOrigin(Client, PlayerAnglesToForward(Client, 85));
}
}
public static void SetVelocity(Int32 clientIndex, Single[] Velocity)
{
WriteSingle1(G_Client(clientIndex, 0x34), 3);
}
public static float[] ReturnVelocity(int Client)
{
return ReadSingle(G_Client(Client, Adresses.ClientVelocity), 3);
}
public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
{
float[] Angles = ReadSingle(G_Client(clientIndex, 0x1B0), 3);
float[] Position = ReadSingle(G_Client(clientIndex, 0x78), 3);
float angle, sr, sp, sy, cr, cp, cy, PiDiv;
PiDiv = ((float)Math.PI / 180f);
angle = Angles[1] * PiDiv;
sy = (float)Math.Sin(angle);
cy = (float)Math.Cos(angle);
angle = Angles[0] * PiDiv;
sp = (float)Math.Sin(angle);
cp = (float)Math.Cos(angle);
angle = Angles[2] * PiDiv;
sr = (float)Math.Sin(angle);
cr = (float)Math.Cos(angle);
float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
return Forward;
}
public static void SetOrigin(int Client, float[] Origin)
{
WriteSingle(G_Client(Client, 0x78), Origin);
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Adresses.G_Client + Mod) + ((uint)clientIndex * Intervalle);
}
public static UInt32
G_Client = Adresses.G_Client,
G_ClientSize = ,
Client_mFlag = ,
Client_Angles = ,
Client_Origin = ;
public static float[] distances = new float[18];
public static PS3API PS3 = new PS3API();
public static void ChangeCEX()
{
PS3.ChangeAPI(SelectAPI.ControlConsole);
}
public static void ChangeDEX()
{
PS3.ChangeAPI(SelectAPI.TargetManager);
}
public static void ForgeMode(uint Client, uint Target, uint Distance_in_Meters = 6)
{
float[] Angles = ReadFloatLength(Client_Angles + (Client * G_ClientSize), 2);
float[] Origin = ReadFloatLength(Client_Origin + (Client * G_ClientSize), 3);
float diff = Distance_in_Meters * 40;
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
float[] forward = new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
Freeze(Target, true);
WriteFloatArray(Client_Origin + (Target * G_ClientSize), forward);
}
public static uint FindClosestEnemy(uint Attacker)
{
for (uint i = 0; i < 18; i++)
{
if (IsClientAlive(i))
{
float[] O1 = ReadFloatLength(Client_Origin + (Attacker * G_ClientSize), 3);
float[] O2 = ReadFloatLength(Client_Origin + (i * G_ClientSize), 3);
distances[i] = (float)(Math.Sqrt(((O2[0] - O1[0]) * (O2[0] - O1[0])) + ((O2[1] - O1[1]) * (O2[1] - O1[1])) + ((O2[2] - O1[2]) * (O2[2] - O1[2]))));
}
else
{
distances[i] = float.MaxValue;
}
}
float[] newDistances = new float[18];
Array.Copy(distances, newDistances, distances.Length);
Array.Sort(newDistances);
for (uint i = 0; i < 18; i++)
{
if (distances[i] == newDistances[1])
{
return i;
}
}
int Failed = -1;
return (uint)Failed;
}
public static void WriteFloatArray(uint Offset, float[] Array)
{
byte[] buffer = new byte[Array.Length * 4];
for (int Lenght = 0; Lenght < Array.Length; Lenght++)
{
ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);
}
PS3.SetMemory(Offset, buffer);
}
public static float[] ReadFloatLength(uint Offset, int Length)
{
byte[] buffer = new byte[Length * 4];
PS3.GetMemory(Offset, buffer);
ReverseBytes(buffer);
float[] Array = new float[Length];
for (int i = 0; i < Length; i++)
{
Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);
}
return Array;
}
public static void Freeze(uint Client, bool State)
{
if (State == true)
PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x05);
else
PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x00);
}
private static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}
public static bool IsClientAlive(uint Client)
{
byte Alive = PS3.Extension.ReadByte(Adresses.G_Entity + (Client * 0x280) + 0x1AF);
if (Alive != 0)
return true;
else
return false;
}
Si c'est si simple fait le , mais au moins les créditForge Mods :
Code:public static UInt32 G_Client = Adresses.G_Client, G_ClientSize = , Client_mFlag = , Client_Angles = , Client_Origin = ; public static float[] distances = new float[18]; public static PS3API PS3 = new PS3API(); public static void ChangeCEX() { PS3.ChangeAPI(SelectAPI.ControlConsole); } public static void ChangeDEX() { PS3.ChangeAPI(SelectAPI.TargetManager); } public static void ForgeMode(uint Client, uint Target, uint Distance_in_Meters = 6) { float[] Angles = ReadFloatLength(Client_Angles + (Client * G_ClientSize), 2); float[] Origin = ReadFloatLength(Client_Origin + (Client * G_ClientSize), 3); float diff = Distance_in_Meters * 40; float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff; float num1 = (float)Math.Sqrt(((diff * diff) - (num * num))); float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1; float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1; float[] forward = new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num }; Freeze(Target, true); WriteFloatArray(Client_Origin + (Target * G_ClientSize), forward); } public static uint FindClosestEnemy(uint Attacker) { for (uint i = 0; i < 18; i++) { if (IsClientAlive(i)) { float[] O1 = ReadFloatLength(Client_Origin + (Attacker * G_ClientSize), 3); float[] O2 = ReadFloatLength(Client_Origin + (i * G_ClientSize), 3); distances[i] = (float)(Math.Sqrt(((O2[0] - O1[0]) * (O2[0] - O1[0])) + ((O2[1] - O1[1]) * (O2[1] - O1[1])) + ((O2[2] - O1[2]) * (O2[2] - O1[2])))); } else { distances[i] = float.MaxValue; } } float[] newDistances = new float[18]; Array.Copy(distances, newDistances, distances.Length); Array.Sort(newDistances); for (uint i = 0; i < 18; i++) { if (distances[i] == newDistances[1]) { return i; } } int Failed = -1; return (uint)Failed; } public static void WriteFloatArray(uint Offset, float[] Array) { byte[] buffer = new byte[Array.Length * 4]; for (int Lenght = 0; Lenght < Array.Length; Lenght++) { ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4); } PS3.SetMemory(Offset, buffer); } public static float[] ReadFloatLength(uint Offset, int Length) { byte[] buffer = new byte[Length * 4]; PS3.GetMemory(Offset, buffer); ReverseBytes(buffer); float[] Array = new float[Length]; for (int i = 0; i < Length; i++) { Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4); } return Array; } public static void Freeze(uint Client, bool State) { if (State == true) PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x05); else PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x00); } private static byte[] ReverseBytes(byte[] inArray) { Array.Reverse(inArray); return inArray; } public static bool IsClientAlive(uint Client) { byte Alive = PS3.Extension.ReadByte(Adresses.G_Entity + (Client * 0x280) + 0x1AF); if (Alive != 0) return true; else return false; }
public void JetPack(int client)
{
float jH = PS3.Extension.ReadFloat(Adresses.G_Client + 0x8C + ((uint)client * intervalle));
jH += 100;
PS3.Extension.WriteFloat(Adresses.G_Client + 0x8C + ((uint)client * intervalle), jH);
}
Jai pas fini sa arrive et je n'est aps le temps pour sa en ce momentSi c'est si simple fait le , mais au moins les crédit![]()
public static uint G_Client = ;
public static uint Client_Stance =;
public static uint Client_Alive = ;
public static uint Client_Team = ;
public static uint Client_SetClientViewAngles = Adresses.SetClientViewAngles;
public static uint Client_IsInGame = ;
public static uint Client_Angles = ;
public static uint Client_Origin = ;
public static uint ClientInterval = ;
public static float[] getPlayerPosition(int clientIndex)
{
return ReadSingle(Client_Origin + (intervalle* (uint)clientIndex));
}
public static void ChangeCEX()
{
PS3.ChangeAPI(SelectAPI.ControlConsole);
}
public static void ChangeDEX()
{
PS3.ChangeAPI(SelectAPI.TargetManager);
}
public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * intervalle)) == PS3.Extension.ReadInt32(Client_Team + ((uint)otherPlayer * intervalle)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (PS3.Extension.ReadInt32(Client_IsInGame + ((uint)clientIndex * intervalle)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (PS3.Extension.ReadInt32(Client_Alive + ((uint)clientIndex * intervalle)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;
forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;
return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static void vec_scale(float[] vec, float scale, out float[] Forward)
{
Forward = new float[] { vec[0] * scale, vec[1] * scale, vec[2] * scale };
}
public static int GetNearestPlayer(Int32 clientIndex, Boolean EnemyOnly = false)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < 12; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * intervalle)) != 0 && EnemyOnly)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}
public static bool[] AimbotStatus = new bool[12];
public static Thread[] AimbotThread = new Thread[12];
private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * intervalle));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * intervalle));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}
public static void InitializeAimbot(int clientIndex)
{
PS3.ConnectTarget();
while (AimbotStatus[clientIndex])
{
int nearestPlayer = GetNearestPlayer(clientIndex);
if (nearestPlayer != clientIndex)
{
SetClientViewAngles(clientIndex, nearestPlayer);
}
}
}
public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
{
float[] Angles = ReadSingle(Client_Angles + ((uint)clientIndex + intervalle));
float[] Position = ReadSingle(Client_Origin + ((uint)clientIndex * intervalle));
float angle, sr, sp, sy, cr, cp, cy, PiDiv;
PiDiv = ((float)Math.PI / 180f);
angle = Angles[1] * PiDiv;
sy = (float)Math.Sin(angle);
cy = (float)Math.Cos(angle);
angle = Angles[0] * PiDiv;
sp = (float)Math.Sin(angle);
cp = (float)Math.Cos(angle);
angle = Angles[2] * PiDiv;
sr = (float)Math.Sin(angle);
cr = (float)Math.Cos(angle);
float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
return Forward;
}
public static float[] AnglesToForward(float[] Angles, float Distance = 200f)
{
float angle, sr, sp, sy, cr, cp, cy, PiDiv;
PiDiv = ((float)Math.PI / 180f);
angle = Angles[1] * PiDiv;
sy = (float)Math.Sin(angle);
cy = (float)Math.Cos(angle);
angle = Angles[0] * PiDiv;
sp = (float)Math.Sin(angle);
cp = (float)Math.Cos(angle);
angle = Angles[2] * PiDiv;
sr = (float)Math.Sin(angle);
cr = (float)Math.Cos(angle);
float[] Forward = new float[] { (cp * cy * Distance), (cp * sy * Distance), (-sp * Distance) };
return Forward;
}
public static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(getPlayerPosition(clientIndex), getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((UInt32)clientIndex, Angles);
}
public static uint G_Entity(int Client, uint Mod = 0)
{
return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);
}
public static void setViewAngles(UInt32 clientIndex, float[] Angles)
{
WriteSingle(0x10040000, Angles);
RPC.Call(Client_SetClientViewAngles, new object[] { G_Entity((int)clientIndex, 0), 0x10040000 });
}
public static float[] getViewAngles(int clientIndex)
{
return ReadSingle(Client_Angles + ((uint)clientIndex + intervalle));
}
public static float[] ReadSingle(uint Address)
{
float[] FloatArr = new float[3];
FloatArr[0] = PS3.Extension.ReadFloat(Address);
FloatArr[1] = PS3.Extension.ReadFloat(Address + 0x04);
FloatArr[2] = PS3.Extension.ReadFloat(Address + 0x08);
return FloatArr;
}
public static void WriteSingle(uint Address, float[] FloatArr)
{
PS3.Extension.WriteFloat(Address, FloatArr[0]);
PS3.Extension.WriteFloat(Address + 0x04, FloatArr[1]);
PS3.Extension.WriteFloat(Address + 0x08, FloatArr[2]);
}