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Call of Duty 11 : Advanced Warfare
Advanced Warfare C# Script Thread [ Aimbot / ForgeMods & More! ]
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<blockquote data-quote="iMoDz | GsRClans’" data-source="post: 5656212" data-attributes="member: 173556"><p><span style="color: #000000"><span style="font-size: 12px"><strong>Salut les gens, Aujourd'hui je vous release pas mal de scripts pour ajouter a vos tools.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>Le topic rassemble un maximum de scripts.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>Si vous avez besoin d'aide demander moi dans le topic ou en MP.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>Tous les Scripts:</strong></span></span></p><p>[spoiler]</p><p></p><p>Spawn Entity:</p><p>[spoiler]</p><p>[CODE]</p><p> public static uint spawnEntity(string ModelName, float[] Origin, float[] Angles)</p><p> {</p><p> uint Entity = (uint)Call(Adresses.G_Spawn);</p><p> WriteSingle(Entity + 0x138, Origin);</p><p> WriteSingle(Entity + 0x148, Angles);</p><p> RPC.Call(Adresses.G_SetModel, Entity, ModelName);</p><p> RPC.Call(Adresses.ScriptModels, Entity);</p><p> return Entity;</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Spawn Turret:</p><p>[spoiler]</p><p>[CODE]</p><p> public static uint SpawnTurret(string turrettype, string ModelName, float[] Origin, float[] Angles)</p><p> {</p><p> uint Entity = (uint)Call(Adresses.G_Spawn);</p><p> WriteSingle(Entity + 0x138, Origin);</p><p> WriteSingle(Entity + 0x148, Angles);</p><p> RPC.Call(Adresses.G_SetModel, Entity, ModelName);</p><p> RPC.Call(Adresses.G_SpawnTurret, Entity);</p><p> return Entity;</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>G_GivePlayerWeapon:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void G_GivePlayerWeapon(int client, int Weapon, int ammo)</p><p> {</p><p> RPC.Call(Adresses.G_GivePlayerWeapon, Adresses.G_Client + 0x3980 * (uint)client, Weapon, 0);</p><p> RPC.Call(Adresses.AddAmmo, Adresses.G_Client + (client * 0x3980), Weapon, 0, ammo, 1);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>SetModels:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SetModels(int client, string Models)</p><p> {</p><p> RPC.Call(Adresses.G_SetModel, Adresses.G_Entity + 0x280 * (uint)client, Models);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Clone Player:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void ClonePlayer(int Client)</p><p> {</p><p> RPC.Call(Adresses.ClonePlayer, new object[] { Client });</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Set Vision:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SetVision(int Client, string Vision)</p><p> {</p><p> SV_GameSendServerCommand(Client, "J \"" + Vision + "\" ");</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Set Blur:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SetBlur(int Client, Int32 TransitionTime)</p><p> {</p><p> SV_GameSendServerCommand(Client, "i _ \"" + TransitionTime + " ");</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Spining Mods:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void setViewAngles(int Client, float[] Angles)</p><p> {</p><p> WriteSingle(0x10040000, Angles);</p><p> RPC.Call(Adresses.SetClientViewAngles, Adresses.G_Entity + 0x280 * (uint)Client, 0x10040000);</p><p> }</p><p></p><p> public static float[] getViewAngles(int Client)</p><p> {</p><p> return ReadSingle(Adresses.Angles + 0x3980 * (uint)Client, 3);</p><p> }</p><p>[/CODE]</p><p> </p><p>For use (On Timer):</p><p>[CODE]</p><p> Single[] Angles = getViewAngles((int)this.numericUpDownX.Value);</p><p> Angles[1] += 15;</p><p> setViewAngles((int)this.numericUpDownX.Value, Angles);</p><p> System.Threading.Thread.Sleep(100);</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>JetPack:</p><p>[spoiler]</p><p>[CODE]</p><p> public void JetPack(int client)</p><p> {</p><p> float jH = PS3.Extension.ReadFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980));</p><p> jH += 100;</p><p> PS3.Extension.WriteFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980), jH);</p><p> }</p><p>[/CODE]</p><p></p><p>For use ( On Timer ):</p><p>[CODE]</p><p> if (ButtonPressed(Client, Buttonz.Cross))</p><p> {</p><p> JetPack(Client);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Button Monitoring:</p><p>[spoiler]</p><p>[CODE]</p><p> public static class Buttonz</p><p> {</p><p> public static Int32</p><p> Cross = 67108864,</p><p> Crouch = 33554432,</p><p> Prone = 16777216,</p><p> Start = 128,</p><p> L1 = 134217736,</p><p> L2 = -2147483648,</p><p> L1andR1 = L1 + R1,</p><p> L3 = 537001984,</p><p> R1 = 65536,</p><p> R2 = 1073741824,</p><p> R3 = 263168,</p><p> Square = 3145728;</p><p> }</p><p></p><p> public static bool ButtonPressed(int client, int Buttons)</p><p> {</p><p> if (PS3.Extension.ReadInt32(G_Client(client, 0x35B6)) == Buttons)</p><p> return true;</p><p> else return false;</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Key_IsDown:</p><p>[spoiler]</p><p>[CODE]</p><p> public enum Key : uint</p><p> {</p><p> Cross = 0,</p><p> Circle = 1,</p><p> Square = 2,</p><p> Triangle = 3,</p><p> L1 = 4,</p><p> R1 = 5,</p><p> Start = 13,</p><p> Select = 14,</p><p> L3 = 15,</p><p> R3 = 16,</p><p> DPAD_UP = 19,</p><p> DPAD_DOWN = 20,</p><p> DPAD_LEFT = 21,</p><p> DPAD_RIGHT = 22,</p><p> }</p><p></p><p> public static Boolean LocalKeyIsDown(Key k)</p><p> {</p><p> return PS3.Extension.ReadBool((Offsets.KeyIsDown + 0x0F) + ((UInt32)k * 0xC));</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>G_Client:</p><p>[spoiler]</p><p>[CODE]</p><p> public static uint G_Client(int clientIndex, uint Mod = 0x00)</p><p> {</p><p> return (Adresses.G_Client + Mod) + ((uint)clientIndex * 0x3980);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>G_Entity:</p><p>[spoiler]</p><p>[CODE]</p><p> public static uint G_Entity(int Client, uint Mod = 0)</p><p> {</p><p> return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>FastRestart:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void FastRestart()</p><p> {</p><p> RPC.Call(Adresses.SV_FastRestart_f);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Unlock Trophies:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void Unlock_Trophies()</p><p> {</p><p> string[] Achievements = new string[90];</p><p> Achievements[0] = "4 CARMA";</p><p> Achievements[1] = "4 CAMPAIGN_COMPLETE";</p><p> Achievements[2] = "4 CAMPAIGN_HARDENED";</p><p> Achievements[3] = "4 CAMPAIGN_VETERAN";</p><p> Achievements[4] = "4 BOOST_DASH_STOMP";</p><p> Achievements[5] = "4 GRENADE_DODGE";</p><p> Achievements[6] = "4 SONIC_KILL";</p><p> Achievements[7] = "4 OVERDRIVE_KILL";</p><p> Achievements[8] = "4 SMART_GRENADE_KILL";</p><p> Achievements[9] = "4 THREAT_GRENADE_KILL";</p><p> Achievements[10] = "4 EMP_DRONE";</p><p> Achievements[11] = "4 EMP_AST";</p><p> Achievements[12] = "4 INTEL_HALF";</p><p> Achievements[13] = "4 INTEL_ALL";</p><p> Achievements[14] = "4 COVER_DRONE_KILL";</p><p> Achievements[15] = "4 EXO_UPGRADE";</p><p> Achievements[16] = "4 EXO_UPGRADE_10";</p><p> Achievements[17] = "4 EXO_UPGRADE_20";</p><p> Achievements[18] = "4 EXO_UPGRADE_FULL";</p><p> Achievements[19] = "4 LEVEL_1";</p><p> Achievements[20] = "4 LEVEL_1A";</p><p> Achievements[21] = "4 LEVEL_2A";</p><p> Achievements[22] = "4 LEVEL_2B";</p><p> Achievements[23] = "4 LEVEL_2";</p><p> Achievements[24] = "4 LEVEL_3A";</p><p> Achievements[25] = "4 LEVEL_3";</p><p> Achievements[26] = "4 LEVEL_4A";</p><p> Achievements[27] = "4 LEVEL_4";</p><p> Achievements[28] = "4 LEVEL_5";</p><p> Achievements[29] = "4 LEVEL_5A";</p><p> Achievements[30] = "4 LEVEL_6A";</p><p> Achievements[31] = "4 LEVEL_6";</p><p> Achievements[32] = "4 LEVEL_7";</p><p> Achievements[33] = "4 LEVEL_8A";</p><p> Achievements[34] = "4 LEVEL_8";</p><p> Achievements[35] = "4 LEVEL_9";</p><p> Achievements[36] = "4 LEVEL_10A";</p><p> Achievements[37] = "4 LEVEL_10";</p><p> Achievements[38] = "4 LEVEL_11";</p><p> Achievements[39] = "4 LEVEL_12A";</p><p> Achievements[40] = "4 LEVEL_12";</p><p> Achievements[41] = "4 LEVEL_13A";</p><p> Achievements[42] = "4 LEVEL_13";</p><p> Achievements[43] = "4 LEVEL_14A";</p><p> Achievements[44] = "4 LEVEL_14";</p><p> Achievements[45] = "4 COOP_VETERAN";</p><p> Achievements[46] = "4 COOP_WARFARE";</p><p> Achievements[47] = "4 COOP_UNDEAD_SURVIVOR";</p><p> Achievements[48] = "4 COOP_EXO_SURVIVOR";</p><p> Achievements[49] = "4 COOP_FLIP_FLOP";</p><p> Achievements[50] = "4 DLC1_ZOMBIE_ROUND10";</p><p> Achievements[51] = "4 DLC1_ZOMBIE_ROUND30";</p><p> Achievements[52] = "4 DLC1_ZOMBIE_2020";</p><p> Achievements[53] = "4 DLC1_ZOMBIE_MONEYBAGS";</p><p> Achievements[54] = "4 DLC1_ZOMBIE_CHEAPSKATE";</p><p> Achievements[55] = "4 DLC1_ZOMBIE_BURGLE";</p><p> Achievements[56] = "4 DLC1_ZOMBIE_GAMEOVERMAN";</p><p> Achievements[57] = "4 DLC1_ZOMBIE_COMEONANDSLAM";</p><p> Achievements[58] = "4 DLC1_ZOMBIE_PCLOADLETTER";</p><p> Achievements[59] = "4 DLC1_ZOMBIE_DOYOUEVENEXO";</p><p> Achievements[60] = "4 DLC2_ZOMBIE_ROUND10";</p><p> Achievements[61] = "4 DLC2_ZOMBIE_ROUND25";</p><p> Achievements[62] = "4 DLC2_ZOMBIE_ONEMANSPOISON";</p><p> Achievements[63] = "4 DLC2_ZOMBIE_INDIRECTFIRE";</p><p> Achievements[64] = "4 DLC2_ZOMBIE_RESCUE1";</p><p> Achievements[65] = "4 DLC2_ZOMBIE_RESCUE4";</p><p> Achievements[66] = "4 DLC2_ZOMBIE_RESCUE20";</p><p> Achievements[67] = "4 DLC2_ZOMBIE_LOVETAP";</p><p> Achievements[68] = "4 DLC2_ZOMBIE_POPCORN";</p><p> Achievements[69] = "4 DLC2_ZOMBIE_MEATISMURDER";</p><p> Achievements[70] = "4 DLC3_ZOMBIE_ROUND10";</p><p> Achievements[71] = "4 DLC3_ZOMBIE_ROUND30";</p><p> Achievements[72] = "4 DLC3_ZOMBIE_EASTEREGG";</p><p> Achievements[73] = "4 DLC3_ZOMBIE_PLINKO";</p><p> Achievements[74] = "4 DLC3_ZOMBIE_DEFUSEBOMBS";</p><p> Achievements[75] = "4 DLC3_ZOMBIE_ZOMBONI";</p><p> Achievements[76] = "4 DLC3_ZOMBIE_TELEFRAG";</p><p> Achievements[77] = "4 DLC3_ZOMBIE_LIMBO";</p><p> Achievements[78] = "4 DLC3_ZOMBIE_OVERCHARGE";</p><p> Achievements[79] = "4 DLC3_ZOMBIE_JUMPTHESHARK";</p><p> Achievements[80] = "4 DLC4_ZOMBIE_DEFEATBOSS1";</p><p> Achievements[81] = "4 DLC4_ZOMBIE_DEFEATBOSS2";</p><p> Achievements[82] = "4 DLC4_ZOMBIE_EASTEREG";</p><p> Achievements[83] = "4 DLC4_ZOMBIE_DEFEATBOSS3";</p><p> Achievements[84] = "4 DLC4_ZOMBIE_BIGGAME";</p><p> Achievements[85] = "4 DLC4_ZOMBIE_COAST2COAST";</p><p> Achievements[86] = "4 DLC4_ZOMBIE_GOTOSLEEP";</p><p> Achievements[87] = "4 DLC4_ZOMBIE_REALSTEEL";</p><p> Achievements[88] = "4 DLC4_ZOMBIE_NODOORS";</p><p> Achievements[89] = "4 DLC4_ZOMBIE_TRICKSHOT";</p><p></p><p> for (int i = 0; i < 90; i++)</p><p> {</p><p> RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);</p><p> Thread.Sleep(25);</p><p> RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);</p><p> }</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>SetTrophy:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SetTrophy(Int32 Client, String Trophy)</p><p> {</p><p> RPC.Call(Adresses.SV_GameSendServerCommand, Client, 1, "4 " + Trophy);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Advanced NoClip:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void WriteSingle1(uint address, float input)</p><p> {</p><p> byte[] array = new byte[4];</p><p> BitConverter.GetBytes(input).CopyTo(array, 0);</p><p> Array.Reverse(array, 0, 4);</p><p> PS3.SetMemory(address, array);</p><p> }</p><p></p><p> public static void AdvancedNoclip(int Client)</p><p> {</p><p> SetVelocity(Client, new float[] { ReturnVelocity(Client)[0], ReturnVelocity(Client)[1], 42.5f });</p><p></p><p> if (ButtonPressed(Client, Buttonz.L3))</p><p> {</p><p> SetOrigin(Client, PlayerAnglesToForward(Client, 85));</p><p> }</p><p> }</p><p></p><p> public static void SetVelocity(Int32 clientIndex, Single[] Velocity)</p><p> {</p><p> WriteSingle1(G_Client(clientIndex, 0x34), 3);</p><p> }</p><p></p><p> public static float[] ReturnVelocity(int Client)</p><p> {</p><p> return ReadSingle(G_Client(Client, Adresses.ClientVelocity), 3);</p><p> }</p><p>[/CODE]</p><p></p><p>For use ( On Timer ):</p><p>[CODE]</p><p>AdvancedNoclip(Client);</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Kick Player:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void KickPlayer(int Client, string Message)</p><p> {</p><p> SV_GameSendServerCommand(Client, "r \"" + Message + "\"");</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Cbuf_AddText:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void Cbuf_AddText(string command)</p><p> {</p><p> RPC.Call(Adresses.Cbuf_AddText, new object[] { 0, command });</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>SV_GameSendServerCommand:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SV_GameSendServerCommand(int client, string command)</p><p> {</p><p> RPC.Call(Adresses.SV_GameSendServerCommand, client, 0, command + "\"");</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>iPrintln & iPrintlnBold:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void iPrintlnBold(int client, string text)</p><p> {</p><p> SV_GameSendServerCommand(client, "c \"" + text + "\"");</p><p> }</p><p></p><p></p><p> public static void iPrintln(int client, string text)</p><p> {</p><p> SV_GameSendServerCommand(client, "e \"" + text + "\"");</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>ForgeMods:</p><p>[spoiler]</p><p>[CODE]</p><p> public static UInt32</p><p> G_Client = Adresses.G_Client,</p><p> G_ClientSize = 0x3980,</p><p> Client_mFlag = G_Client + 0x3da7,</p><p> Client_Angles = G_Client + 0x1B0,</p><p> Client_Origin = G_Client + 0x78;</p><p></p><p> public static float[] distances = new float[18];</p><p> public static PS3API PS3 = new PS3API();</p><p></p><p> public static void ChangeCEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.ControlConsole);</p><p> }</p><p></p><p> public static void ChangeDEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.TargetManager);</p><p> }</p><p></p><p> public static void ForgeMode(uint Client, uint Target, uint Distance_in_Meters = 6)</p><p> {</p><p> float[] Angles = ReadFloatLength(Client_Angles + (Client * G_ClientSize), 2);</p><p> float[] Origin = ReadFloatLength(Client_Origin + (Client * G_ClientSize), 3);</p><p></p><p> float diff = Distance_in_Meters * 40;</p><p></p><p> float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;</p><p> float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));</p><p> float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;</p><p> float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;</p><p> float[] forward = new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };</p><p></p><p> Freeze(Target, true);</p><p> WriteFloatArray(Client_Origin + (Target * G_ClientSize), forward);</p><p> }</p><p></p><p> public static uint FindClosestEnemy(uint Attacker)</p><p> {</p><p> for (uint i = 0; i < 18; i++)</p><p> {</p><p> if (IsClientAlive(i))</p><p> {</p><p> float[] O1 = ReadFloatLength(Client_Origin + (Attacker * G_ClientSize), 3);</p><p> float[] O2 = ReadFloatLength(Client_Origin + (i * G_ClientSize), 3);</p><p> 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]))));</p><p></p><p> }</p><p> else</p><p> {</p><p> distances[i] = float.MaxValue;</p><p> }</p><p> }</p><p></p><p> float[] newDistances = new float[18];</p><p> Array.Copy(distances, newDistances, distances.Length);</p><p></p><p> Array.Sort(newDistances);</p><p> for (uint i = 0; i < 18; i++)</p><p> {</p><p> if (distances[i] == newDistances[1])</p><p> {</p><p> return i;</p><p> }</p><p> }</p><p> int Failed = -1;</p><p> return (uint)Failed;</p><p> }</p><p></p><p> public static void WriteFloatArray(uint Offset, float[] Array)</p><p> {</p><p> byte[] buffer = new byte[Array.Length * 4];</p><p> for (int Lenght = 0; Lenght < Array.Length; Lenght++)</p><p> {</p><p> ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);</p><p> }</p><p> PS3.SetMemory(Offset, buffer);</p><p> }</p><p></p><p> public static float[] ReadFloatLength(uint Offset, int Length)</p><p> {</p><p> byte[] buffer = new byte[Length * 4];</p><p> PS3.GetMemory(Offset, buffer);</p><p> ReverseBytes(buffer);</p><p> float[] Array = new float[Length];</p><p> for (int i = 0; i < Length; i++)</p><p> {</p><p> Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);</p><p> }</p><p> return Array;</p><p> }</p><p></p><p> public static void Freeze(uint Client, bool State)</p><p> {</p><p> if (State == true)</p><p> PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x05);</p><p> else</p><p> PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x00);</p><p> }</p><p></p><p> private static byte[] ReverseBytes(byte[] inArray)</p><p> {</p><p> Array.Reverse(inArray);</p><p> return inArray;</p><p> }</p><p></p><p> public static bool IsClientAlive(uint Client)</p><p> {</p><p> byte Alive = PS3.Extension.ReadByte(Adresses.G_Entity + (Client * 0x280) + 0x1AF);</p><p> if (Alive != 0)</p><p> return true;</p><p> else</p><p> return false;</p><p></p><p> }</p><p>[/CODE]</p><p></p><p>//For Use: ( Call monitorForgemods((int)this.numericUpDownX.Value) on timer )</p><p> [CODE]</p><p> public static void monitorForgemods(int client)</p><p> {</p><p> if (ButtonPressed(client, Buttonz.L1))</p><p> {</p><p> uint Enemy = ForgeMods.FindClosestEnemy((uint)client);</p><p> if (ButtonPressed(client, Buttonz.L1))</p><p> {</p><p> ForgeMods.Freeze(Enemy, true);</p><p> ForgeMods.ForgeMode((uint)client, Enemy);</p><p> }</p><p> else</p><p> {</p><p> ForgeMods.Freeze(Enemy, false);</p><p> }</p><p> }</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Aimbot:</p><p>[spoiler]</p><p>[CODE]</p><p> public static uint G_Client = Adresses.G_Client;</p><p> public static uint Client_Stance = G_Client + 0x5B;</p><p> public static uint Client_Alive = G_Client + 0x33A; //0x08 = dead 0x00 = alive</p><p> public static uint Client_Team = G_Client + 0x5B;</p><p> public static uint Client_SetClientViewAngles = Adresses.SetClientViewAngles;</p><p> public static uint Client_IsInGame = G_Client + 0x00;</p><p> public static uint Client_Angles = G_Client + 0x1b4;</p><p> public static uint Client_Origin = G_Client + 0x78;</p><p> public static uint ClientInterval = 0x3980;</p><p></p><p> public static float[] getPlayerPosition(int clientIndex)</p><p> {</p><p> return ReadSingle(Client_Origin + (0x3980 * (uint)clientIndex));</p><p> }</p><p></p><p> public static void ChangeCEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.ControlConsole);</p><p> }</p><p></p><p> public static void ChangeDEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.TargetManager);</p><p> }</p><p></p><p> public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)</p><p> {</p><p> return (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) == PS3.Extension.ReadInt32(Client_Team + ((uint)otherPlayer * 0x3980)));</p><p> }</p><p></p><p> public static bool ClientIsInGame(int clientIndex)</p><p> {</p><p> return (PS3.Extension.ReadInt32(Client_IsInGame + ((uint)clientIndex * 0x3980)) != 0);</p><p> }</p><p></p><p> public static bool ClientIsAlive(int clientIndex)</p><p> {</p><p> return (PS3.Extension.ReadInt32(Client_Alive + ((uint)clientIndex * 0x3980)) == 0);</p><p> }</p><p></p><p> public static float[] vectoangles(float[] Angles)</p><p> {</p><p> float forward;</p><p> float yaw, pitch;</p><p> float[] angles = new float[3];</p><p> if (Angles[1] == 0 && Angles[0] == 0)</p><p> {</p><p> yaw = 0;</p><p> if (Angles[2] > 0) pitch = 90f;</p><p> else pitch = 270f;</p><p> }</p><p> else</p><p> {</p><p> if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);</p><p> else if (Angles[1] > 0) yaw = 90f;</p><p> else yaw = 270;</p><p> if (yaw < 0) yaw += 360f;</p><p></p><p> forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));</p><p> pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);</p><p> if (pitch < 0) pitch += 360f;</p><p> }</p><p> angles[0] = -pitch;</p><p> angles[1] = yaw;</p><p> angles[2] = 0;</p><p></p><p> return angles;</p><p> }</p><p></p><p> public static float[] getVector(float[] point1, float[] point2)</p><p> {</p><p> return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };</p><p> }</p><p></p><p> public static float Distance3D(float[] point1, float[] point2)</p><p> {</p><p> float deltax = point2[0] - point1[0];</p><p> float deltay = point2[1] - point1[1];</p><p> float deltaz = point2[2] - point1[2];</p><p> return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));</p><p> }</p><p></p><p> public static float Distance2D(float[] point1, float[] point2)</p><p> {</p><p> float deltax = point2[0] - point1[0];</p><p> float deltaz = point2[1] - point1[1];</p><p> return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));</p><p> }</p><p></p><p> public static void vec_scale(float[] vec, float scale, out float[] Forward)</p><p> {</p><p> Forward = new float[] { vec[0] * scale, vec[1] * scale, vec[2] * scale };</p><p> }</p><p></p><p> public static int GetNearestPlayer(Int32 clientIndex, Boolean EnemyOnly = false)</p><p> {</p><p> int nearestClient = 0;</p><p> float nearestDistance = 99999999;</p><p> for (int i = 0; i < 12; i++)</p><p> {</p><p> if (i != clientIndex)</p><p> {</p><p> if ((ClientIsInGame(i)) && ClientIsAlive(i))</p><p> {</p><p> if (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) != 0 && EnemyOnly)</p><p> {</p><p> if (!ClientIsSameTeam(clientIndex, i))</p><p> {</p><p> float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));</p><p> if (Distance < nearestDistance)</p><p> {</p><p> nearestDistance = Distance;</p><p> nearestClient = i;</p><p> }</p><p> }</p><p> }</p><p> else</p><p> {</p><p> float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));</p><p> if (Distance < nearestDistance)</p><p> {</p><p> nearestDistance = Distance;</p><p> nearestClient = i;</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> return nearestClient;</p><p> }</p><p></p><p> public static bool[] AimbotStatus = new bool[12];</p><p> public static Thread[] AimbotThread = new Thread[12];</p><p></p><p> private static float CheckStance(int clientIndex)</p><p> {</p><p> Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));</p><p> if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)</p><p> { return 44f; }</p><p> if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)</p><p> { return 14f; }</p><p> return 0f;</p><p> }</p><p> private static float CheckStanceAttacker(int clientIndex)</p><p> {</p><p> Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));</p><p> if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)</p><p> { return 46f; }</p><p> if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)</p><p> { return 18f; }</p><p> return 0f;</p><p> }</p><p></p><p> public static void InitializeAimbot(int clientIndex)</p><p> {</p><p> PS3.ConnectTarget();</p><p> while (AimbotStatus[clientIndex])</p><p> {</p><p> int nearestPlayer = GetNearestPlayer(clientIndex);</p><p> if (nearestPlayer != clientIndex)</p><p> {</p><p> SetClientViewAngles(clientIndex, nearestPlayer);</p><p> }</p><p> }</p><p> }</p><p></p><p> public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)</p><p> {</p><p> float[] Angles = ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));</p><p> float[] Position = ReadSingle(Client_Origin + ((uint)clientIndex * 0x3980));</p><p> float angle, sr, sp, sy, cr, cp, cy, PiDiv;</p><p> PiDiv = ((float)Math.PI / 180f);</p><p> angle = Angles[1] * PiDiv;</p><p> sy = (float)Math.Sin(angle);</p><p> cy = (float)Math.Cos(angle);</p><p> angle = Angles[0] * PiDiv;</p><p> sp = (float)Math.Sin(angle);</p><p> cp = (float)Math.Cos(angle);</p><p> angle = Angles[2] * PiDiv;</p><p> sr = (float)Math.Sin(angle);</p><p> cr = (float)Math.Cos(angle);</p><p> float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };</p><p> return Forward;</p><p> }</p><p></p><p> public static float[] AnglesToForward(float[] Angles, float Distance = 200f)</p><p> {</p><p> float angle, sr, sp, sy, cr, cp, cy, PiDiv;</p><p> PiDiv = ((float)Math.PI / 180f);</p><p> angle = Angles[1] * PiDiv;</p><p> sy = (float)Math.Sin(angle);</p><p> cy = (float)Math.Cos(angle);</p><p> angle = Angles[0] * PiDiv;</p><p> sp = (float)Math.Sin(angle);</p><p> cp = (float)Math.Cos(angle);</p><p> angle = Angles[2] * PiDiv;</p><p> sr = (float)Math.Sin(angle);</p><p> cr = (float)Math.Cos(angle);</p><p> float[] Forward = new float[] { (cp * cy * Distance), (cp * sy * Distance), (-sp * Distance) };</p><p> return Forward;</p><p> }</p><p></p><p> public static void SetClientViewAngles(int clientIndex, int Victim)</p><p> {</p><p> float[] Vec = getVector(getPlayerPosition(clientIndex), getPlayerPosition(Victim));</p><p> Vec[2] -= CheckStance(Victim);</p><p> Vec[2] += CheckStanceAttacker(clientIndex);</p><p> float[] Angles = vectoangles(Vec);</p><p> setViewAngles((UInt32)clientIndex, Angles);</p><p> }</p><p></p><p> public static uint G_Entity(int Client, uint Mod = 0)</p><p> {</p><p> return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);</p><p> }</p><p></p><p> public static void setViewAngles(UInt32 clientIndex, float[] Angles)</p><p> {</p><p> WriteSingle(0x10040000, Angles);</p><p> RPC.Call(Client_SetClientViewAngles, new object[] { G_Entity((int)clientIndex, 0), 0x10040000 });</p><p> }</p><p></p><p> public static float[] getViewAngles(int clientIndex)</p><p> {</p><p> return ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));</p><p> }</p><p></p><p> public static float[] ReadSingle(uint Address)</p><p> {</p><p> float[] FloatArr = new float[3];</p><p> FloatArr[0] = PS3.Extension.ReadFloat(Address);</p><p> FloatArr[1] = PS3.Extension.ReadFloat(Address + 0x04);</p><p> FloatArr[2] = PS3.Extension.ReadFloat(Address + 0x08);</p><p> return FloatArr;</p><p> }</p><p></p><p> public static void WriteSingle(uint Address, float[] FloatArr)</p><p> {</p><p> PS3.Extension.WriteFloat(Address, FloatArr[0]);</p><p> PS3.Extension.WriteFloat(Address + 0x04, FloatArr[1]);</p><p> PS3.Extension.WriteFloat(Address + 0x08, FloatArr[2]);</p><p> }</p><p>[/CODE]</p><p></p><p>//For use on Timer:</p><p>[CODE]</p><p> int nearestPlayer = Aimbot.GetNearestPlayer((int)this.numericUpDownX.Value);</p><p> Aimbot.SetClientViewAngles((int)this.numericUpDownX.Value, nearestPlayer);</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>RPC:</p><p>[spoiler]</p><p>[CODE]</p><p>class RPC</p><p> {</p><p> #region RPC</p><p> public static uint function_address = Adresses.R_SetFrameFrog;</p><p> public static PS3API PS3 = new PS3API();</p><p></p><p> public static int Init()</p><p> {</p><p> if (function_address == 0) return -1;</p><p> Enable_RPC();</p><p> return 0;</p><p> }</p><p></p><p> public static void Enable_RPC()</p><p> {</p><p> PS3.SetMemory(function_address, new byte[] { 0x4E, 0x80, 0x00, 0x20 });</p><p> System.Threading.Thread.Sleep(20);</p><p> byte[] func = new byte[] { 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x05, 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, 0x05, 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 };</p><p> PS3.SetMemory(function_address + 0x4, func);</p><p> PS3.SetMemory(0x10050000, new byte[0x2854]);</p><p> PS3.SetMemory(function_address, new byte[] { 0xF8, 0x21, 0xFF, 0x91 });</p><p> }</p><p></p><p> public static int Call(uint func_address, params object[] parameters)</p><p> {</p><p> int num_params = parameters.Length;</p><p> uint num_floats = 0;</p><p> for (uint i = 0; i < num_params; i++)</p><p> {</p><p> if (parameters[i] is int)</p><p> {</p><p> byte[] val = BitConverter.GetBytes((int)parameters[i]);</p><p> Array.Reverse(val);</p><p> PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);</p><p> }</p><p> else if (parameters[i] is uint)</p><p> {</p><p> byte[] val = BitConverter.GetBytes((uint)parameters[i]);</p><p> Array.Reverse(val);</p><p> PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);</p><p> }</p><p> else if (parameters[i] is string)</p><p> {</p><p> byte[] str = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");</p><p> PS3.SetMemory(0x10050054 + i * 0x400, str);</p><p> uint addr = 0x10050054 + i * 0x400;</p><p> byte[] address = BitConverter.GetBytes(addr);</p><p> Array.Reverse(address);</p><p> PS3.SetMemory(0x10050000 + (i + num_floats) * 4, address);</p><p> }</p><p> else if (parameters[i] is float)</p><p> {</p><p> num_floats++;</p><p> byte[] val = BitConverter.GetBytes((float)parameters[i]);</p><p> Array.Reverse(val);</p><p> PS3.SetMemory(0x10050024 + ((num_floats - 1) * 0x4), val);</p><p> }</p><p> }</p><p> byte[] fadd = BitConverter.GetBytes(func_address);</p><p> Array.Reverse(fadd);</p><p> PS3.SetMemory(0x1005004C, fadd);</p><p> System.Threading.Thread.Sleep(20);</p><p> byte[] ret = PS3.Extension.ReadBytes(0x10050050, 4);</p><p> Array.Reverse(ret);</p><p> return BitConverter.ToInt32(ret, 0);</p><p> }</p><p></p><p> public static void ChangeDEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.TargetManager);</p><p> }</p><p></p><p> public static void ChangeCEX()</p><p> {</p><p> PS3.ChangeAPI(SelectAPI.ControlConsole);</p><p> }</p><p></p><p> #endregion</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>SetXP kill:</p><p>[spoiler]</p><p>[CODE]</p><p>public static void SetXP(int value)</p><p> {</p><p> Cbuf_AddText("set scr_war_score_kill " + value);</p><p> Cbuf_AddText("set scr_dom_score_kill " + value);</p><p> Cbuf_AddText("set scr_sd_score_kill " + value);</p><p> Cbuf_AddText("set scr_dem_score_kill " + value);</p><p> Cbuf_AddText("set scr_tdm_score_kill " + value);</p><p> Cbuf_AddText("set scr_ctf_score_kill " + value);</p><p> Cbuf_AddText("set scr_hd_score_kill " + value);</p><p> Cbuf_AddText("set scr_kc_score_kill " + value);</p><p> Cbuf_AddText("set scr_sab_score_kill " + value);</p><p> Cbuf_AddText("set scr_hq_score_kill " + value);</p><p> Cbuf_AddText("set scr_tdef_score_kill " + value);</p><p> Cbuf_AddText("set scr_conf_score_kill " + value);</p><p> Cbuf_AddText("set scr_oic_score_kill " + value);</p><p> Cbuf_AddText("set scr_sas_score_kill " + value);</p><p> Cbuf_AddText("set scr_gun_score_kill " + value);</p><p> Cbuf_AddText("set scr_shrp_score_kill " + value);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>SendChatMessage:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SendChatMessage(uint Client)</p><p> {</p><p> string Name = PS3.Read.String(Adresses.Name_InGame + (Client * 0x3980));</p><p> iPrintln(-1,"^:" + Name + " says's: " + KeyBoard("Send a Chat Message", "", 50));</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>FPS:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void FPS(bool True)</p><p> {</p><p> if (tru)</p><p> {</p><p> PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x01 });</p><p> }</p><p> else</p><p> {</p><p> PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x00 });</p><p> }</p><p> }</p><p> </p><p> public static void SetFPS(string txt, float Size, float X, float Y)</p><p> {</p><p> PS3.Extension.WriteString(Adresses.FPS_Text, txt);</p><p> PS3.Extension.WriteFloat(Adresses.FPS_Size, Size);</p><p> PS3.Extension.WriteFloat(Adresses.FPS_X, X);</p><p> PS3.Extension.WriteFloat(Adresses.FPS_Y, Y);</p><p> }</p><p>[/CODE]</p><p></p><p>For Use:</p><p>[CODE]</p><p></p><p>FPS(true); //On</p><p>//Or</p><p>FPS(false); //Off</p><p></p><p>SetFPS("Your Text here", 90,100) // Change the valeur :)</p><p>[/CODE] </p><p>[/spoiler]</p><p></p><p>G_AddEvent:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void G_AddEvent(Int32 Client, int Event, int EventParam = 0)</p><p> {</p><p> RPC.Call(Adresses.Add_Event, Adresses.G_Entity + (0x280 * Client), Event, EventParam);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Set Origin:</p><p>[spoiler]</p><p>[CODE]</p><p> public static void SetOrigin(int Client, float[] Origin)</p><p> {</p><p> WriteSingle(G_Client(Client, 0x78), Origin);</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>GetOrigin:</p><p>[spoiler]</p><p>[CODE]</p><p> public static float[] GetOrigin(int Client)</p><p> {</p><p> float[] Position = ReadSingle((uint)Adresses.Origin + ((uint)Client * 0x3980), 3);</p><p> return Position;</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>PlayerAnglesToForward:</p><p>[spoiler]</p><p>[CODE]</p><p> public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)</p><p> {</p><p> float[] Angles = ReadSingle(G_Client(clientIndex, 0x1B0), 3);</p><p> float[] Position = ReadSingle(G_Client(clientIndex, 0x78), 3);</p><p> float angle, sr, sp, sy, cr, cp, cy, PiDiv;</p><p> PiDiv = ((float)Math.PI / 180f);</p><p> angle = Angles[1] * PiDiv;</p><p> sy = (float)Math.Sin(angle);</p><p> cy = (float)Math.Cos(angle);</p><p> angle = Angles[0] * PiDiv;</p><p> sp = (float)Math.Sin(angle);</p><p> cp = (float)Math.Cos(angle);</p><p> angle = Angles[2] * PiDiv;</p><p> sr = (float)Math.Sin(angle);</p><p> cr = (float)Math.Cos(angle);</p><p> float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };</p><p> return Forward;</p><p> }</p><p>[/CODE]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 12px">All Stats:</span></strong></p><p>[spoiler]</p><p>[CODE] </p><p>public static struct Stats</p><p>{</p><p> public static UInt32</p><p> EntryStats = 0x2AB9BE8,</p><p> Prestige = EntryStats + 0x0D,</p><p> Level = EntryStats + 0xA9,</p><p> Score = EntryStats + 0xE6,</p><p> Kills = EntryStats + 0xBD,</p><p> Deaths = EntryStats + 0x95,</p><p> Accuracy = EntryStats + 0x51,</p><p> Wins = EntryStats + 0x112,</p><p> Losses = EntryStats + 0xC5,</p><p> GamePlayed = EntryStats + 0xAD,</p><p> TimePlayed = EntryStats + 0x102,</p><p> UnlockAll = EntryStats + 0x5834;</p><p></p><p> public static struct Class</p><p> {</p><p> public static UInt32</p><p> ClassName1 = Stats.EntryStats + 0x4DE9, // Ox80 For Next Class</p><p> ClassName2 = ClassName1 + 0x80,</p><p> ClassName3 = ClassName2 + 0x80,</p><p> ClassName4 = ClassName3 + 0x80,</p><p> ClassName5 = ClassName4 + 0x80,</p><p> ClassName6 = ClassName5 + 0x80,</p><p> ClassName7 = ClassName6 + 0x80,</p><p> ClassName8 = ClassName7 + 0x80,</p><p> ClassName9 = ClassName8 + 0x80,</p><p> ClassName10 = ClassName9 + 0x80;</p><p> }</p><p> </p><p> public static struct KillStreak</p><p> {</p><p> public static UInt32</p><p> Warbird = Stats.EntryStats + 0x89BF,</p><p> Paladin = Stats.EntryStats + 0x89C3,</p><p> XS1_Vulcan = Stats.EntryStats + 0x89C7,</p><p> XS1_Goliath = Stats.EntryStats + 0x89CF,</p><p> Predator = Stats.EntryStats + 0x89D3,</p><p> Turret = Stats.EntryStats + 0x89D7,</p><p> Bomber = Stats.EntryStats + 0x89DB,</p><p> Assault_Drone = Stats.EntryStats + 0x89DF,</p><p> EMP = Stats.EntryStats + 0x89E7,</p><p> UAV = Stats.EntryStats + 0x89BB,</p><p> Drone = Stats.EntryStats + 0x89E3,</p><p> CarePackage = Stats.EntryStats + 0x89CB;</p><p> }</p><p></p><p> public static struct Weapon</p><p> {</p><p> public static UInt32</p><p> BAL27 = Stats.EntryStats + 0x6BA, // + 0x4 = Death | - 0x4 = Headshot</p><p> AK12 = Stats.EntryStats + 0x69E, // + 0x4 = Death | - 0x4 = Headshot</p><p> ARX160 = Stats.EntryStats + 0x72A, // + 0x4 = Death | - 0x4 = Headshot</p><p> HBRa3 = Stats.EntryStats + 0x6D6, // + 0x4 = Death | - 0x4 = Headshot</p><p> IMR = Stats.EntryStats + 0x70E, // + 0x4 = Death | - 0x4 = Headshot</p><p> MK14 = Stats.EntryStats + 0x746, // + 0x4 = Death | - 0x4 = Headshot</p><p> KF5 = Stats.EntryStats + 0x7EE, // + 0x4 = Death | - 0x4 = Headshot</p><p> MP11 = Stats.EntryStats + 0x762, // + 0x4 = Death | - 0x4 = Headshot</p><p> ASM1 = Stats.EntryStats + 0x7D2, // + 0x4 = Death | - 0x4 = Headshot</p><p> SN6 = Stats.EntryStats + 0x7B6, // + 0x4 = Death | - 0x4 = Headshot</p><p> SAC3 = Stats.EntryStats + 0x77E, // + 0x4 = Death | - 0x4 = Headshot</p><p> AMR9 = Stats.EntryStats + 0x79A, // + 0x4 = Death | - 0x4 = Headshot</p><p> Lynx = Stats.EntryStats + 0x842, // + 0x4 = Death | - 0x4 = Headshot</p><p> MORS = Stats.EntryStats + 0x826, // + 0x4 = Death | - 0x4 = Headshot</p><p> NA45 = Stats.EntryStats + 0x80A, // + 0x4 = Death | - 0x4 = Headshot</p><p> ATLAS_20mm = Stats.EntryStats + 0x85E, // + 0x4 = Death | - 0x4 = Headshot</p><p> TAC19 = Stats.EntryStats + 0x9AE, // + 0x4 = Death | - 0x4 = Headshot</p><p> S12 = Stats.EntryStats + 0x992, // + 0x4 = Death | - 0x4 = Headshot</p><p> Bulldog = Stats.EntryStats + 0x976, // + 0x4 = Death | - 0x4 = Headshot</p><p> EM1 = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot</p><p> Pyteak = Stats.EntryStats + 0x6F2, // + 0x4 = Death | - 0x4 = Headshot</p><p> Ameli = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot</p><p> ATLAS45 = Stats.EntryStats + 0x95A, // + 0x4 = Death | - 0x4 = Headshot</p><p> RW1 = Stats.EntryStats + 0x93E, // + 0x4 = Death | - 0x4 = Headshot</p><p> MP443_Grach = Stats.EntryStats + 0x922, // + 0x4 = Death | - 0x4 = Headshot</p><p> PDW = Stats.EntryStats + 0x906, // + 0x4 = Death | - 0x4 = Headshot</p><p> Assault_Shield = Stats.EntryStats + 0x87A, // + 0x4 = Death | - 0x4 = Headshot</p><p> Stinger_M7 = Stats.EntryStats + 0xA02, // + 0x4 = Death | - 0x4 = Headshot</p><p> MAAWS = Stats.EntryStats + 0x9CA, // + 0x4 = Death | - 0x4 = Headshot</p><p> MAHEM = Stats.EntryStats + 0x9E6; // + 0x4 = Death | - 0x4 = Headshot</p><p> }</p><p></p><p> public static struct Exo_Launcher</p><p> {</p><p> public static UInt32</p><p> Granade = Stats.EntryStats + 0x312,</p><p> Granade_Kills = Granade + 0xC,</p><p> Stun = Stats.EntryStats + 0x34A,</p><p> Stun_Kills = Stun + 0xC,</p><p> Semtex = Stats.EntryStats + 0x2F6,</p><p> Semtex_Kills = Stats.EntryStats + 0xC,</p><p> Marker = Stats.EntryStats + 0x40E,</p><p> Marker_JKills = Marker + 0xC,</p><p> EMP_Granade = Stats.EntryStats + 0x39E,</p><p> EMP_Granade_Kills = EMP_Granade + 0xC,</p><p> Smoke = Stats.EntryStats + 0x366,</p><p> Smoke_Kills = Smoke + 0xC,</p><p> Sharp_Drone = Stats.EntryStats + 0x3D6,</p><p> Sharp_Drone_Kills = Sharp_Drone + 0xC,</p><p> Blast_Drone = Stats.EntryStats + 0x676,</p><p> Blast_Drone_Kills = Blast_Drone + 0xC;</p><p> }</p><p></p><p> public static struct Medals</p><p> {</p><p> public static UInt32</p><p> Blood = Stats.EntryStats + 0x887F,</p><p> Merciless = Stats.EntryStats + 0x8883,</p><p> RuthLess = Stats.EntryStats + 0x8887,</p><p> Relentless = Stats.EntryStats + 0x888B,</p><p> Brutal = Stats.EntryStats + 0x888F,</p><p> Viciuos = Stats.EntryStats + 0x8893,</p><p> Unstoppable = Stats.EntryStats + 0x8897,</p><p> Double_Kill = Stats.EntryStats + 0x885B,</p><p> Triple_Kill = Stats.EntryStats + 0x885F,</p><p> Fury_Kill = Stats.EntryStats + 0x8863,</p><p> Frenzy_Kill = Stats.EntryStats + 0x8867,</p><p> Super_Kill = Stats.EntryStats + 0x886B,</p><p> Mega_Kill = Stats.EntryStats + 0x886F,</p><p> Ultra_Kill = Stats.EntryStats + 0x8873;</p><p> }</p><p> </p><p> public static struct LeaderBords</p><p> {</p><p> public static UInt32</p><p> Headshots = Stats.EntryStats + 0x8A2F,</p><p> Saviors = Stats.EntryStats + 0x8A3F,</p><p> LongShots = Stats.EntryStats + 0x8A43,</p><p> OneShots = Stats.EntryStats + 0x8AA7,</p><p> FirstBloods = Stats.EntryStats + 0x8A97,</p><p> Stabs = Stats.EntryStats + 0x8AD7;</p><p> } </p><p> </p><p> public static struct GameMode</p><p> {</p><p> public static UInt32</p><p> Confirms = Stats.EntryStats + 0x8402,</p><p> Denies = Stats.EntryStats + 0x8406,</p><p> Uplinks = Stats.EntryStats + 0x83EA,</p><p> Returns = Stats.EntryStats + 0x83EE,</p><p> Plants = Stats.EntryStats + 0x83F6,</p><p> Defuses = Stats.EntryStats + 0x83FA,</p><p> SnR_Caps = Stats.EntryStats + 0x8402,</p><p> SnR_Rescue = Stats.EntryStats + 0x8406,</p><p> Defends = Stats.EntryStats + 0x83F2;</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>Credits: </strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- Moi & AlexS.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- LBK.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- RGaming.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- Shark.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- SC58.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- oStankyModz.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- Sticky.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"><strong>- Et les autres.</strong></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"></span></span></p><p><span style="color: #000000"><span style="font-size: 12px"></span></span></p></blockquote><p></p>
[QUOTE="iMoDz | GsRClans’, post: 5656212, member: 173556"] [COLOR=#000000][SIZE=3][B]Salut les gens, Aujourd'hui je vous release pas mal de scripts pour ajouter a vos tools.[/B] [B]Le topic rassemble un maximum de scripts.[/B] [B]Si vous avez besoin d'aide demander moi dans le topic ou en MP.[/B] [B]Tous les Scripts:[/B][/SIZE][/COLOR] [spoiler] Spawn Entity: [spoiler] [CODE] public static uint spawnEntity(string ModelName, float[] Origin, float[] Angles) { uint Entity = (uint)Call(Adresses.G_Spawn); WriteSingle(Entity + 0x138, Origin); WriteSingle(Entity + 0x148, Angles); RPC.Call(Adresses.G_SetModel, Entity, ModelName); RPC.Call(Adresses.ScriptModels, Entity); return Entity; } [/CODE] [/spoiler] Spawn Turret: [spoiler] [CODE] public static uint SpawnTurret(string turrettype, string ModelName, float[] Origin, float[] Angles) { uint Entity = (uint)Call(Adresses.G_Spawn); WriteSingle(Entity + 0x138, Origin); WriteSingle(Entity + 0x148, Angles); RPC.Call(Adresses.G_SetModel, Entity, ModelName); RPC.Call(Adresses.G_SpawnTurret, Entity); return Entity; } [/CODE] [/spoiler] G_GivePlayerWeapon: [spoiler] [CODE] public static void G_GivePlayerWeapon(int client, int Weapon, int ammo) { RPC.Call(Adresses.G_GivePlayerWeapon, Adresses.G_Client + 0x3980 * (uint)client, Weapon, 0); RPC.Call(Adresses.AddAmmo, Adresses.G_Client + (client * 0x3980), Weapon, 0, ammo, 1); } [/CODE] [/spoiler] SetModels: [spoiler] [CODE] public static void SetModels(int client, string Models) { RPC.Call(Adresses.G_SetModel, Adresses.G_Entity + 0x280 * (uint)client, Models); } [/CODE] [/spoiler] Clone Player: [spoiler] [CODE] public static void ClonePlayer(int Client) { RPC.Call(Adresses.ClonePlayer, new object[] { Client }); } [/CODE] [/spoiler] Set Vision: [spoiler] [CODE] public static void SetVision(int Client, string Vision) { SV_GameSendServerCommand(Client, "J \"" + Vision + "\" "); } [/CODE] [/spoiler] Set Blur: [spoiler] [CODE] public static void SetBlur(int Client, Int32 TransitionTime) { SV_GameSendServerCommand(Client, "i _ \"" + TransitionTime + " "); } [/CODE] [/spoiler] Spining Mods: [spoiler] [CODE] public static void setViewAngles(int Client, float[] Angles) { WriteSingle(0x10040000, Angles); RPC.Call(Adresses.SetClientViewAngles, Adresses.G_Entity + 0x280 * (uint)Client, 0x10040000); } public static float[] getViewAngles(int Client) { return ReadSingle(Adresses.Angles + 0x3980 * (uint)Client, 3); } [/CODE] For use (On Timer): [CODE] Single[] Angles = getViewAngles((int)this.numericUpDownX.Value); Angles[1] += 15; setViewAngles((int)this.numericUpDownX.Value, Angles); System.Threading.Thread.Sleep(100); [/CODE] [/spoiler] JetPack: [spoiler] [CODE] public void JetPack(int client) { float jH = PS3.Extension.ReadFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980)); jH += 100; PS3.Extension.WriteFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980), jH); } [/CODE] For use ( On Timer ): [CODE] if (ButtonPressed(Client, Buttonz.Cross)) { JetPack(Client); } [/CODE] [/spoiler] Button Monitoring: [spoiler] [CODE] public static class Buttonz { public static Int32 Cross = 67108864, Crouch = 33554432, Prone = 16777216, Start = 128, L1 = 134217736, L2 = -2147483648, L1andR1 = L1 + R1, L3 = 537001984, R1 = 65536, R2 = 1073741824, R3 = 263168, Square = 3145728; } public static bool ButtonPressed(int client, int Buttons) { if (PS3.Extension.ReadInt32(G_Client(client, 0x35B6)) == Buttons) return true; else return false; } [/CODE] [/spoiler] Key_IsDown: [spoiler] [CODE] public enum Key : uint { Cross = 0, Circle = 1, Square = 2, Triangle = 3, L1 = 4, R1 = 5, Start = 13, Select = 14, L3 = 15, R3 = 16, DPAD_UP = 19, DPAD_DOWN = 20, DPAD_LEFT = 21, DPAD_RIGHT = 22, } public static Boolean LocalKeyIsDown(Key k) { return PS3.Extension.ReadBool((Offsets.KeyIsDown + 0x0F) + ((UInt32)k * 0xC)); } [/CODE] [/spoiler] G_Client: [spoiler] [CODE] public static uint G_Client(int clientIndex, uint Mod = 0x00) { return (Adresses.G_Client + Mod) + ((uint)clientIndex * 0x3980); } [/CODE] [/spoiler] G_Entity: [spoiler] [CODE] public static uint G_Entity(int Client, uint Mod = 0) { return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod); } [/CODE] [/spoiler] FastRestart: [spoiler] [CODE] public static void FastRestart() { RPC.Call(Adresses.SV_FastRestart_f); } [/CODE] [/spoiler] Unlock Trophies: [spoiler] [CODE] public static void Unlock_Trophies() { string[] Achievements = new string[90]; Achievements[0] = "4 CARMA"; Achievements[1] = "4 CAMPAIGN_COMPLETE"; Achievements[2] = "4 CAMPAIGN_HARDENED"; Achievements[3] = "4 CAMPAIGN_VETERAN"; Achievements[4] = "4 BOOST_DASH_STOMP"; Achievements[5] = "4 GRENADE_DODGE"; Achievements[6] = "4 SONIC_KILL"; Achievements[7] = "4 OVERDRIVE_KILL"; Achievements[8] = "4 SMART_GRENADE_KILL"; Achievements[9] = "4 THREAT_GRENADE_KILL"; Achievements[10] = "4 EMP_DRONE"; Achievements[11] = "4 EMP_AST"; Achievements[12] = "4 INTEL_HALF"; Achievements[13] = "4 INTEL_ALL"; Achievements[14] = "4 COVER_DRONE_KILL"; Achievements[15] = "4 EXO_UPGRADE"; Achievements[16] = "4 EXO_UPGRADE_10"; Achievements[17] = "4 EXO_UPGRADE_20"; Achievements[18] = "4 EXO_UPGRADE_FULL"; Achievements[19] = "4 LEVEL_1"; Achievements[20] = "4 LEVEL_1A"; Achievements[21] = "4 LEVEL_2A"; Achievements[22] = "4 LEVEL_2B"; Achievements[23] = "4 LEVEL_2"; Achievements[24] = "4 LEVEL_3A"; Achievements[25] = "4 LEVEL_3"; Achievements[26] = "4 LEVEL_4A"; Achievements[27] = "4 LEVEL_4"; Achievements[28] = "4 LEVEL_5"; Achievements[29] = "4 LEVEL_5A"; Achievements[30] = "4 LEVEL_6A"; Achievements[31] = "4 LEVEL_6"; Achievements[32] = "4 LEVEL_7"; Achievements[33] = "4 LEVEL_8A"; Achievements[34] = "4 LEVEL_8"; Achievements[35] = "4 LEVEL_9"; Achievements[36] = "4 LEVEL_10A"; Achievements[37] = "4 LEVEL_10"; Achievements[38] = "4 LEVEL_11"; Achievements[39] = "4 LEVEL_12A"; Achievements[40] = "4 LEVEL_12"; Achievements[41] = "4 LEVEL_13A"; Achievements[42] = "4 LEVEL_13"; Achievements[43] = "4 LEVEL_14A"; Achievements[44] = "4 LEVEL_14"; Achievements[45] = "4 COOP_VETERAN"; Achievements[46] = "4 COOP_WARFARE"; Achievements[47] = "4 COOP_UNDEAD_SURVIVOR"; Achievements[48] = "4 COOP_EXO_SURVIVOR"; Achievements[49] = "4 COOP_FLIP_FLOP"; Achievements[50] = "4 DLC1_ZOMBIE_ROUND10"; Achievements[51] = "4 DLC1_ZOMBIE_ROUND30"; Achievements[52] = "4 DLC1_ZOMBIE_2020"; Achievements[53] = "4 DLC1_ZOMBIE_MONEYBAGS"; Achievements[54] = "4 DLC1_ZOMBIE_CHEAPSKATE"; Achievements[55] = "4 DLC1_ZOMBIE_BURGLE"; Achievements[56] = "4 DLC1_ZOMBIE_GAMEOVERMAN"; Achievements[57] = "4 DLC1_ZOMBIE_COMEONANDSLAM"; Achievements[58] = "4 DLC1_ZOMBIE_PCLOADLETTER"; Achievements[59] = "4 DLC1_ZOMBIE_DOYOUEVENEXO"; Achievements[60] = "4 DLC2_ZOMBIE_ROUND10"; Achievements[61] = "4 DLC2_ZOMBIE_ROUND25"; Achievements[62] = "4 DLC2_ZOMBIE_ONEMANSPOISON"; Achievements[63] = "4 DLC2_ZOMBIE_INDIRECTFIRE"; Achievements[64] = "4 DLC2_ZOMBIE_RESCUE1"; Achievements[65] = "4 DLC2_ZOMBIE_RESCUE4"; Achievements[66] = "4 DLC2_ZOMBIE_RESCUE20"; Achievements[67] = "4 DLC2_ZOMBIE_LOVETAP"; Achievements[68] = "4 DLC2_ZOMBIE_POPCORN"; Achievements[69] = "4 DLC2_ZOMBIE_MEATISMURDER"; Achievements[70] = "4 DLC3_ZOMBIE_ROUND10"; Achievements[71] = "4 DLC3_ZOMBIE_ROUND30"; Achievements[72] = "4 DLC3_ZOMBIE_EASTEREGG"; Achievements[73] = "4 DLC3_ZOMBIE_PLINKO"; Achievements[74] = "4 DLC3_ZOMBIE_DEFUSEBOMBS"; Achievements[75] = "4 DLC3_ZOMBIE_ZOMBONI"; Achievements[76] = "4 DLC3_ZOMBIE_TELEFRAG"; Achievements[77] = "4 DLC3_ZOMBIE_LIMBO"; Achievements[78] = "4 DLC3_ZOMBIE_OVERCHARGE"; Achievements[79] = "4 DLC3_ZOMBIE_JUMPTHESHARK"; Achievements[80] = "4 DLC4_ZOMBIE_DEFEATBOSS1"; Achievements[81] = "4 DLC4_ZOMBIE_DEFEATBOSS2"; Achievements[82] = "4 DLC4_ZOMBIE_EASTEREG"; Achievements[83] = "4 DLC4_ZOMBIE_DEFEATBOSS3"; Achievements[84] = "4 DLC4_ZOMBIE_BIGGAME"; Achievements[85] = "4 DLC4_ZOMBIE_COAST2COAST"; Achievements[86] = "4 DLC4_ZOMBIE_GOTOSLEEP"; Achievements[87] = "4 DLC4_ZOMBIE_REALSTEEL"; Achievements[88] = "4 DLC4_ZOMBIE_NODOORS"; Achievements[89] = "4 DLC4_ZOMBIE_TRICKSHOT"; for (int i = 0; i < 90; i++) { RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]); Thread.Sleep(25); RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]); } } [/CODE] [/spoiler] SetTrophy: [spoiler] [CODE] public static void SetTrophy(Int32 Client, String Trophy) { RPC.Call(Adresses.SV_GameSendServerCommand, Client, 1, "4 " + Trophy); } [/CODE] [/spoiler] Advanced NoClip: [spoiler] [CODE] 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); } [/CODE] For use ( On Timer ): [CODE] AdvancedNoclip(Client); [/CODE] [/spoiler] Kick Player: [spoiler] [CODE] public static void KickPlayer(int Client, string Message) { SV_GameSendServerCommand(Client, "r \"" + Message + "\""); } [/CODE] [/spoiler] Cbuf_AddText: [spoiler] [CODE] public static void Cbuf_AddText(string command) { RPC.Call(Adresses.Cbuf_AddText, new object[] { 0, command }); } [/CODE] [/spoiler] SV_GameSendServerCommand: [spoiler] [CODE] public static void SV_GameSendServerCommand(int client, string command) { RPC.Call(Adresses.SV_GameSendServerCommand, client, 0, command + "\""); } [/CODE] [/spoiler] iPrintln & iPrintlnBold: [spoiler] [CODE] public static void iPrintlnBold(int client, string text) { SV_GameSendServerCommand(client, "c \"" + text + "\""); } public static void iPrintln(int client, string text) { SV_GameSendServerCommand(client, "e \"" + text + "\""); } [/CODE] [/spoiler] ForgeMods: [spoiler] [CODE] public static UInt32 G_Client = Adresses.G_Client, G_ClientSize = 0x3980, Client_mFlag = G_Client + 0x3da7, Client_Angles = G_Client + 0x1B0, Client_Origin = G_Client + 0x78; 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; } [/CODE] //For Use: ( Call monitorForgemods((int)this.numericUpDownX.Value) on timer ) [CODE] public static void monitorForgemods(int client) { if (ButtonPressed(client, Buttonz.L1)) { uint Enemy = ForgeMods.FindClosestEnemy((uint)client); if (ButtonPressed(client, Buttonz.L1)) { ForgeMods.Freeze(Enemy, true); ForgeMods.ForgeMode((uint)client, Enemy); } else { ForgeMods.Freeze(Enemy, false); } } } [/CODE] [/spoiler] Aimbot: [spoiler] [CODE] public static uint G_Client = Adresses.G_Client; public static uint Client_Stance = G_Client + 0x5B; public static uint Client_Alive = G_Client + 0x33A; //0x08 = dead 0x00 = alive public static uint Client_Team = G_Client + 0x5B; public static uint Client_SetClientViewAngles = Adresses.SetClientViewAngles; public static uint Client_IsInGame = G_Client + 0x00; public static uint Client_Angles = G_Client + 0x1b4; public static uint Client_Origin = G_Client + 0x78; public static uint ClientInterval = 0x3980; public static float[] getPlayerPosition(int clientIndex) { return ReadSingle(Client_Origin + (0x3980 * (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 * 0x3980)) == PS3.Extension.ReadInt32(Client_Team + ((uint)otherPlayer * 0x3980))); } public static bool ClientIsInGame(int clientIndex) { return (PS3.Extension.ReadInt32(Client_IsInGame + ((uint)clientIndex * 0x3980)) != 0); } public static bool ClientIsAlive(int clientIndex) { return (PS3.Extension.ReadInt32(Client_Alive + ((uint)clientIndex * 0x3980)) == 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 * 0x3980)) != 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 * 0x3980)); 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 * 0x3980)); 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 + 0x3980)); float[] Position = ReadSingle(Client_Origin + ((uint)clientIndex * 0x3980)); 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 + 0x3980)); } 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]); } [/CODE] //For use on Timer: [CODE] int nearestPlayer = Aimbot.GetNearestPlayer((int)this.numericUpDownX.Value); Aimbot.SetClientViewAngles((int)this.numericUpDownX.Value, nearestPlayer); [/CODE] [/spoiler] RPC: [spoiler] [CODE] class RPC { #region RPC public static uint function_address = Adresses.R_SetFrameFrog; public static PS3API PS3 = new PS3API(); public static int Init() { if (function_address == 0) return -1; Enable_RPC(); return 0; } public static void Enable_RPC() { PS3.SetMemory(function_address, new byte[] { 0x4E, 0x80, 0x00, 0x20 }); System.Threading.Thread.Sleep(20); byte[] func = new byte[] { 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x05, 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, 0x05, 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 + 0x4, func); PS3.SetMemory(0x10050000, new byte[0x2854]); PS3.SetMemory(function_address, new byte[] { 0xF8, 0x21, 0xFF, 0x91 }); } public static int Call(uint func_address, params object[] parameters) { int num_params = parameters.Length; uint num_floats = 0; for (uint i = 0; i < num_params; i++) { if (parameters[i] is int) { byte[] val = BitConverter.GetBytes((int)parameters[i]); Array.Reverse(val); PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val); } else if (parameters[i] is uint) { byte[] val = BitConverter.GetBytes((uint)parameters[i]); Array.Reverse(val); PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val); } else if (parameters[i] is string) { byte[] str = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0"); PS3.SetMemory(0x10050054 + i * 0x400, str); uint addr = 0x10050054 + i * 0x400; byte[] address = BitConverter.GetBytes(addr); Array.Reverse(address); PS3.SetMemory(0x10050000 + (i + num_floats) * 4, address); } else if (parameters[i] is float) { num_floats++; byte[] val = BitConverter.GetBytes((float)parameters[i]); Array.Reverse(val); PS3.SetMemory(0x10050024 + ((num_floats - 1) * 0x4), val); } } byte[] fadd = BitConverter.GetBytes(func_address); Array.Reverse(fadd); PS3.SetMemory(0x1005004C, fadd); System.Threading.Thread.Sleep(20); byte[] ret = PS3.Extension.ReadBytes(0x10050050, 4); Array.Reverse(ret); return BitConverter.ToInt32(ret, 0); } public static void ChangeDEX() { PS3.ChangeAPI(SelectAPI.TargetManager); } public static void ChangeCEX() { PS3.ChangeAPI(SelectAPI.ControlConsole); } #endregion } [/CODE] [/spoiler] SetXP kill: [spoiler] [CODE] public static void SetXP(int value) { Cbuf_AddText("set scr_war_score_kill " + value); Cbuf_AddText("set scr_dom_score_kill " + value); Cbuf_AddText("set scr_sd_score_kill " + value); Cbuf_AddText("set scr_dem_score_kill " + value); Cbuf_AddText("set scr_tdm_score_kill " + value); Cbuf_AddText("set scr_ctf_score_kill " + value); Cbuf_AddText("set scr_hd_score_kill " + value); Cbuf_AddText("set scr_kc_score_kill " + value); Cbuf_AddText("set scr_sab_score_kill " + value); Cbuf_AddText("set scr_hq_score_kill " + value); Cbuf_AddText("set scr_tdef_score_kill " + value); Cbuf_AddText("set scr_conf_score_kill " + value); Cbuf_AddText("set scr_oic_score_kill " + value); Cbuf_AddText("set scr_sas_score_kill " + value); Cbuf_AddText("set scr_gun_score_kill " + value); Cbuf_AddText("set scr_shrp_score_kill " + value); } [/CODE] [/spoiler] SendChatMessage: [spoiler] [CODE] public static void SendChatMessage(uint Client) { string Name = PS3.Read.String(Adresses.Name_InGame + (Client * 0x3980)); iPrintln(-1,"^:" + Name + " says's: " + KeyBoard("Send a Chat Message", "", 50)); } [/CODE] [/spoiler] FPS: [spoiler] [CODE] public static void FPS(bool True) { if (tru) { PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x01 }); } else { PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x00 }); } } public static void SetFPS(string txt, float Size, float X, float Y) { PS3.Extension.WriteString(Adresses.FPS_Text, txt); PS3.Extension.WriteFloat(Adresses.FPS_Size, Size); PS3.Extension.WriteFloat(Adresses.FPS_X, X); PS3.Extension.WriteFloat(Adresses.FPS_Y, Y); } [/CODE] For Use: [CODE] FPS(true); //On //Or FPS(false); //Off SetFPS("Your Text here", 90,100) // Change the valeur :) [/CODE] [/spoiler] G_AddEvent: [spoiler] [CODE] public static void G_AddEvent(Int32 Client, int Event, int EventParam = 0) { RPC.Call(Adresses.Add_Event, Adresses.G_Entity + (0x280 * Client), Event, EventParam); } [/CODE] [/spoiler] Set Origin: [spoiler] [CODE] public static void SetOrigin(int Client, float[] Origin) { WriteSingle(G_Client(Client, 0x78), Origin); } [/CODE] [/spoiler] GetOrigin: [spoiler] [CODE] public static float[] GetOrigin(int Client) { float[] Position = ReadSingle((uint)Adresses.Origin + ((uint)Client * 0x3980), 3); return Position; } [/CODE] [/spoiler] PlayerAnglesToForward: [spoiler] [CODE] 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; } [/CODE] [/spoiler] [/spoiler] [B][SIZE=3]All Stats:[/SIZE][/B] [spoiler] [CODE] public static struct Stats { public static UInt32 EntryStats = 0x2AB9BE8, Prestige = EntryStats + 0x0D, Level = EntryStats + 0xA9, Score = EntryStats + 0xE6, Kills = EntryStats + 0xBD, Deaths = EntryStats + 0x95, Accuracy = EntryStats + 0x51, Wins = EntryStats + 0x112, Losses = EntryStats + 0xC5, GamePlayed = EntryStats + 0xAD, TimePlayed = EntryStats + 0x102, UnlockAll = EntryStats + 0x5834; public static struct Class { public static UInt32 ClassName1 = Stats.EntryStats + 0x4DE9, // Ox80 For Next Class ClassName2 = ClassName1 + 0x80, ClassName3 = ClassName2 + 0x80, ClassName4 = ClassName3 + 0x80, ClassName5 = ClassName4 + 0x80, ClassName6 = ClassName5 + 0x80, ClassName7 = ClassName6 + 0x80, ClassName8 = ClassName7 + 0x80, ClassName9 = ClassName8 + 0x80, ClassName10 = ClassName9 + 0x80; } public static struct KillStreak { public static UInt32 Warbird = Stats.EntryStats + 0x89BF, Paladin = Stats.EntryStats + 0x89C3, XS1_Vulcan = Stats.EntryStats + 0x89C7, XS1_Goliath = Stats.EntryStats + 0x89CF, Predator = Stats.EntryStats + 0x89D3, Turret = Stats.EntryStats + 0x89D7, Bomber = Stats.EntryStats + 0x89DB, Assault_Drone = Stats.EntryStats + 0x89DF, EMP = Stats.EntryStats + 0x89E7, UAV = Stats.EntryStats + 0x89BB, Drone = Stats.EntryStats + 0x89E3, CarePackage = Stats.EntryStats + 0x89CB; } public static struct Weapon { public static UInt32 BAL27 = Stats.EntryStats + 0x6BA, // + 0x4 = Death | - 0x4 = Headshot AK12 = Stats.EntryStats + 0x69E, // + 0x4 = Death | - 0x4 = Headshot ARX160 = Stats.EntryStats + 0x72A, // + 0x4 = Death | - 0x4 = Headshot HBRa3 = Stats.EntryStats + 0x6D6, // + 0x4 = Death | - 0x4 = Headshot IMR = Stats.EntryStats + 0x70E, // + 0x4 = Death | - 0x4 = Headshot MK14 = Stats.EntryStats + 0x746, // + 0x4 = Death | - 0x4 = Headshot KF5 = Stats.EntryStats + 0x7EE, // + 0x4 = Death | - 0x4 = Headshot MP11 = Stats.EntryStats + 0x762, // + 0x4 = Death | - 0x4 = Headshot ASM1 = Stats.EntryStats + 0x7D2, // + 0x4 = Death | - 0x4 = Headshot SN6 = Stats.EntryStats + 0x7B6, // + 0x4 = Death | - 0x4 = Headshot SAC3 = Stats.EntryStats + 0x77E, // + 0x4 = Death | - 0x4 = Headshot AMR9 = Stats.EntryStats + 0x79A, // + 0x4 = Death | - 0x4 = Headshot Lynx = Stats.EntryStats + 0x842, // + 0x4 = Death | - 0x4 = Headshot MORS = Stats.EntryStats + 0x826, // + 0x4 = Death | - 0x4 = Headshot NA45 = Stats.EntryStats + 0x80A, // + 0x4 = Death | - 0x4 = Headshot ATLAS_20mm = Stats.EntryStats + 0x85E, // + 0x4 = Death | - 0x4 = Headshot TAC19 = Stats.EntryStats + 0x9AE, // + 0x4 = Death | - 0x4 = Headshot S12 = Stats.EntryStats + 0x992, // + 0x4 = Death | - 0x4 = Headshot Bulldog = Stats.EntryStats + 0x976, // + 0x4 = Death | - 0x4 = Headshot EM1 = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot Pyteak = Stats.EntryStats + 0x6F2, // + 0x4 = Death | - 0x4 = Headshot Ameli = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot ATLAS45 = Stats.EntryStats + 0x95A, // + 0x4 = Death | - 0x4 = Headshot RW1 = Stats.EntryStats + 0x93E, // + 0x4 = Death | - 0x4 = Headshot MP443_Grach = Stats.EntryStats + 0x922, // + 0x4 = Death | - 0x4 = Headshot PDW = Stats.EntryStats + 0x906, // + 0x4 = Death | - 0x4 = Headshot Assault_Shield = Stats.EntryStats + 0x87A, // + 0x4 = Death | - 0x4 = Headshot Stinger_M7 = Stats.EntryStats + 0xA02, // + 0x4 = Death | - 0x4 = Headshot MAAWS = Stats.EntryStats + 0x9CA, // + 0x4 = Death | - 0x4 = Headshot MAHEM = Stats.EntryStats + 0x9E6; // + 0x4 = Death | - 0x4 = Headshot } public static struct Exo_Launcher { public static UInt32 Granade = Stats.EntryStats + 0x312, Granade_Kills = Granade + 0xC, Stun = Stats.EntryStats + 0x34A, Stun_Kills = Stun + 0xC, Semtex = Stats.EntryStats + 0x2F6, Semtex_Kills = Stats.EntryStats + 0xC, Marker = Stats.EntryStats + 0x40E, Marker_JKills = Marker + 0xC, EMP_Granade = Stats.EntryStats + 0x39E, EMP_Granade_Kills = EMP_Granade + 0xC, Smoke = Stats.EntryStats + 0x366, Smoke_Kills = Smoke + 0xC, Sharp_Drone = Stats.EntryStats + 0x3D6, Sharp_Drone_Kills = Sharp_Drone + 0xC, Blast_Drone = Stats.EntryStats + 0x676, Blast_Drone_Kills = Blast_Drone + 0xC; } public static struct Medals { public static UInt32 Blood = Stats.EntryStats + 0x887F, Merciless = Stats.EntryStats + 0x8883, RuthLess = Stats.EntryStats + 0x8887, Relentless = Stats.EntryStats + 0x888B, Brutal = Stats.EntryStats + 0x888F, Viciuos = Stats.EntryStats + 0x8893, Unstoppable = Stats.EntryStats + 0x8897, Double_Kill = Stats.EntryStats + 0x885B, Triple_Kill = Stats.EntryStats + 0x885F, Fury_Kill = Stats.EntryStats + 0x8863, Frenzy_Kill = Stats.EntryStats + 0x8867, Super_Kill = Stats.EntryStats + 0x886B, Mega_Kill = Stats.EntryStats + 0x886F, Ultra_Kill = Stats.EntryStats + 0x8873; } public static struct LeaderBords { public static UInt32 Headshots = Stats.EntryStats + 0x8A2F, Saviors = Stats.EntryStats + 0x8A3F, LongShots = Stats.EntryStats + 0x8A43, OneShots = Stats.EntryStats + 0x8AA7, FirstBloods = Stats.EntryStats + 0x8A97, Stabs = Stats.EntryStats + 0x8AD7; } public static struct GameMode { public static UInt32 Confirms = Stats.EntryStats + 0x8402, Denies = Stats.EntryStats + 0x8406, Uplinks = Stats.EntryStats + 0x83EA, Returns = Stats.EntryStats + 0x83EE, Plants = Stats.EntryStats + 0x83F6, Defuses = Stats.EntryStats + 0x83FA, SnR_Caps = Stats.EntryStats + 0x8402, SnR_Rescue = Stats.EntryStats + 0x8406, Defends = Stats.EntryStats + 0x83F2; } } [/CODE] [/spoiler] [COLOR=#000000][SIZE=3][B]Credits: [/B] [B]- Moi & AlexS.[/B] [B]- LBK.[/B] [B]- RGaming.[/B] [B]- Shark.[/B] [B]- SC58.[/B] [B]- oStankyModz.[/B] [B]- Sticky.[/B] [B]- Et les autres.[/B] [/SIZE][/COLOR] [/QUOTE]
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