Offset bo2 1.18

Discussion dans 'Call of Duty : Black Ops 2' créé par Modz-Eraz, 7 Juillet 2014.

  1. Modz-Eraz

    Modz-Eraz Membre

    Inscrit:
    25 Juin 2014
    Messages:
    65
    J'aime reçus:
    16
    Points:
    2 343
    salut a tous, c'est modz-eraz
    je vous releaserai tout les offset que je trouverai afin de vous permettre de coder vos Tools

    Offset lvl 55 + byte :
    0x26FD016
    0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x0F, 0x13

    Offset 10 classes :
    0x02708522
    0x44, 0x80, 0x08, 0x10, 0x01, 0x22, 0x40, 0x04

    Offset Tokens :
    0x2706938
    0xFF, 0xFF
    Unlock all trophy :
    Code:
    string[] strArray = new string[] {
                "# ZM_DLC2_TRAPPED_IN_TIME", "# ZM_DLC2_POP_GOES_THE_WEASEL", "# ZM_DLC2_FULL_LOCKDOWN", "# ZM_DLC2_GG_BRIDGE", "# ZM_DLC2_PARANORMAL_PROGRESS", "# ZM_DLC2_A_BURST_OF_FLAVOR", "# ZM_DLC2_FEED_THE_BEAST", "# ZM_DLC2_ACID_DRIP", "# ZM_DLC2_MAKING_THE_ROUNDS", "# ZM_DLC1_MONKEY_SEE_MONKEY_DOOM", "# ZM_DLC2_PRISON_SIDEQUEST", "# ZM_DLC1_I_SEE_LIVE_PEOPLE", "# ZM_DLC1_FACING_THE_DRAGON", "# ZM_DLC1_POLYARMORY", "# ZM_DLC1_IM_MY_OWN_BEST_FRIEND", "# ZM_DLC1_MAD_WITHOUT_POWER",
                "# ZM_DLC1_SLIPPERY_WHEN_UNDEAD", "# ZM_DLC1_SHAFTED", "# ZM_HAPPY_HOUR", "# ZM_DLC1_VERTIGONER", "# ZM_DLC1_HIGHRISE_SIDEQUEST", "# ZM_YOU_HAVE_NO_POWER_OVER_ME", "# ZM_FUEL_EFFICIENT", "# ZM_I_DONT_THINK_THEY_EXIST", "# ZM_UNDEAD_MANS_PARTY_BUS", "# ZM_STANDARD_EQUIPMENT_MAY_VARY", "# ZM_DANCE_ON_MY_GRAVE", "# ZM_TRANSIT_SIDEQUEST", "# ZM_THE_LIGHTS_OF_THEIR_EYES", "# ZM_DONT_FIRE_UNTIL_YOU_SEE", "# MP_MISC_3", "# MP_MISC_5",
                "# MP_MISC_4", "# SP_MISC_10K_SCORE_ALL", "# MP_MISC_2", "# MP_MISC_1", "# SP_BACK_TO_FUTURE", "# SP_MISC_WEAPONS", "# SP_STORY_99PERCENT", "# SP_STORY_CHLOE_LIVES", "# SP_MISC_ALL_INTEL", "# SP_STORY_MENENDEZ_CAPTURED", "# SP_STORY_HARPER_LIVES", "# SP_STORY_LINK_CIA", "# SP_STORY_OBAMA_SURVIVES", "# ZM_DLC3_WHEN_THE_REVOLUTION_COMES", "# SP_STORY_FARID_DUEL", "# SP_STORY_HARPER_FACE",
                "# SP_STORY_MASON_LIVES", "# SP_RTS_SOCOTRA", "# SP_RTS_PAKISTAN", "# SP_RTS_CARRIER", "# SP_RTS_DRONE", "# SP_RTS_AFGHANISTAN", "# SP_RTS_DOCKSIDE", "# SP_ONE_CHALLENGE", "# SP_ALL_CHALLENGES_IN_LEVEL", "# SP_ALL_CHALLENGES_IN_GAME", "# SP_VETERAN_FUTURE", "# SP_VETERAN_PAST", "# SP_COMPLETE_HAITI", "# SP_COMPLETE_LA", "# SP_COMPLETE_BLACKOUT", "# SP_COMPLETE_YEMEN",
                "# SP_COMPLETE_PANAMA", "# SP_COMPLETE_KARMA", "# SP_COMPLETE_PAKISTAN", "# SP_COMPLETE_NICARAGUA", "# SP_COMPLETE_AFGHANISTAN", "# SP_COMPLETE_MONSOON", "# SP_COMPLETE_ANGOLA", "# ZM_DLC3_FSIRT_AGAINST_THE_WALL", "# ZM_DLC3_AWAKEN_THE_GAZEBO", "# ZM_DLC3_MAZED_AND_CONFUSED", "# ZM_DLC3_BURIED_SIDEQUEST", "# ZM_DLC3_IM_YOUR_HUCKLEBERRY", "# ZM_DLC3_ECTOPLASMIC_RESIDUE", "# ZM_DLC3_DEATH_FROM_BELOW", "# ZM_DLC3_CANDYGRAM", "# ZM_DLC3_REVISIONIST_HISTORIAN",
                "# ZM_DLC4_TOMB_SIDEQUEST", "# ZM_DLC4_ALL_YOUR_BASE", "# ZM_DLC4_PLAYING_WITH_POWER", "# ZM_DLC4_OVERACHIEVER", "# ZM_DLC4_NOT_A_GOLD_DIGGER", "# ZM_DLC4_KUNG_FU_GRIP", "# ZM_DLC4_IM_ON_A_TANK", "# ZM_DLC4_SAVING_THE_DAY_ALL_DAY", "# ZM_DLC4_MASTER_OF_DISGUISE", "# ZM_DLC4_MASTER_WIZARD", "# ZM_PRISON_PERK_CHERRY"
             };
            byte[] c1 = new byte[] {
                0x41, 130, 0, 0x7c, 60, 0x60, 0, 0x39, 0x38, 0x80, 0, 0, 0x3b, 0xe3, 0x73, 0xe4,
                0x63, 0x43, 0, 0, 0xc3, 0xff, 0, 8
             };
            byte[] c2 = new byte[] {
                0x38, 0x60, 0xff, 0xff, 0x38, 0x80, 0, 1, 60, 160, 2, 0, 0x30, 0xa5, 80, 0,
                0x4b, 0xfb, 0x27, 0xd1, 0x41, 130, 0, 0x68
             };
            for (int i = 0; i < 0x5b; i++)
            {
                byte[] c3 = new byte[250];
                PS3.SetMemory(0x2005000, c3);
                PS3.SetMemory(0x2005000, Encoding.ASCII.GetBytes(strArray + "\0"));
                PS3.SetMemory(0x3979fc, c2);
                Thread.Sleep(10);
                PS3.SetMemory(0x3979fc, c1);

    aimbot :
    Code:
    class Offsets
        {
            public static uint
    
            //G_Client
            G_Client = 0x1780F28,
            G_ClientSize = 0x5808,
            ClientOrigin = 0x28,
            ClientAngles = 0x56BC,
            ClientTeam = 0x5504,
            ClientIsAlive = 0x55D0,
            ClientStance = 0xFC,
    
            //Entity
            G_Entity = 0x16B9F20,
            G_EntitySize = 0x31C,
            SetClientViewAngles = 0x1E1D90;
    
    
            public class Funcs
            {
                public static float[] getPlayerPosition(int clientIndex)
                {
                    float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
                    return Position;
                }
                public static uint G_Client(int clientIndex, uint Mod = 0x00)
                {
                    return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x5808);
                }
                public static uint G_Entity(int entityIndex, uint Mod = 0x00)
                {
                    return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
                }
            }
         }
    
    public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
            {
                return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
            }
            public static bool ClientIsInGame(int clientIndex)
            {
                return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
            }
            public static bool ClientIsAlive(int clientIndex)
            {
                return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 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 int GetNearestPlayer(int clientIndex)
            {
                int nearestClient = 0;
                float nearestDistance = 99999999;
                for (int i = 0; i < MenuBase.MaxClients; i++)
                {
                    if (i != clientIndex)
                    {
                        if ((ClientIsInGame(i)) && ClientIsAlive(i))
                        {
                            if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
                            {
                                if (!ClientIsSameTeam(clientIndex, i))
                                {
                                    float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
                                    if (Distance < nearestDistance)
                                    {
                                        nearestDistance = Distance;
                                        nearestClient = i;
                                    }
                                }
                            }
                            else
                            {
                                float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
                                if (Distance < nearestDistance)
                                {
                                    nearestDistance = Distance;
                                    nearestClient = i;
                                }
                            }
                        }
                    }
                }
                return nearestClient;
            }
    
            private static float CheckStance(int clientIndex)
            {
                Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
                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 = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
                if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
                { return 46f; }
                if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
                { return 18f; }
                return 0f;
            }
    
            private static void SetClientViewAngles(int clientIndex, int Victim)
            {
                float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
                Vec[2] -= CheckStance(Victim);
                Vec[2] += CheckStanceAttacker(clientIndex);
                float[] Angles = vectoangles(Vec);
                setViewAngles((uint)clientIndex, Angles);
            }
            public static void setViewAngles(uint clientIndex, float[] Angles)
            {
                Lib.WriteSingle(0x10040000, Angles);
                RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
            }
    
    (SOURCE NGU )
    bonne soirée et bon game
     
    Dernière édition par un modérateur: 7 Juillet 2014
    5 personnes aiment ça.
  2. Tigge

    Tigge Membre

    Inscrit:
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  3. Modz-Eraz

    Modz-Eraz Membre

    Inscrit:
    25 Juin 2014
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    Points:
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    de rien sa fait plaisir d'aider les autres
     
    2 personnes aiment ça.
  4. ItzShelbae

    ItzShelbae Membre

    Inscrit:
    10 Avril 2017
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    2
    Points:
    533
    Merci du partage c'est cool de votre part
     

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