Call of Duty 1 Development
Sticky Threads
because of borings i started today a bot in sp typedef struct { int x, y, width, height; float fov_x, fov_y; vec3_t vieworg; vec3_t viewaxis; int time;
it's just a c&p from Q3 SDK but it does the job. in this example, I am using CoD1 and OllyDBG and it works for all Q3 based games. First, we need to find the BaseAddress of a cvar, in the most cases cheat cvars are inside R_Register ex: base cvar_get
typedef struct { void (*Printf)( int printLevel, const char *fmt, ...); void (*Error)( int errorLevel, const char *fmt, ...); int (*Milliseconds)( void ); void (*sub_1)( );
what Denial of Service ( int pingUpdateSource;/*0x1894A74*/ ) typedef struct { char z_crap; char hostName; char mapName; char game; int netType; int gameType;
typedef struct { char z_crap; //Ping - 0x148BBB8 } clSnapshot_t;//0x148BBA4 - size 0x20FC(8444) typedef struct { int p_cmdNumber; int p_serverTime;
should be work in other cod's just find the right weaponNums struct weaponStats_t { /*Kills*/ int Bar_kills;//NUM:1 int Bren_kills;//NUM:3 int Pistol_kills;//NUM:4,11,22 int Enfield_kills;//NUM:5 int Mpfg42_kills;//NUM:6 int Kar98k_kills;//NUM:9
void (*org_RenderScene) ( refdef_t * ) = (void (__cdecl *) ( refdef_t * ))0x04E0AC0; void Render_cam(refdef_t *fd) { #define CAM_WIDTH 300.0f #define CAM_HEIGHT 300.0f refdef_t my_cam; my_cam.fov_x = fd->fov_x; my_cam.fov_y = fd->fov_y;
Normal Threads
Can anyone figure out how to find the Call of Duty 1 Console buffer and read from it repeatedly to look for a certain string?
I'm requesting a tutorial on how to hook the COD 1.5 cg_printf and recieve each line from the console in a string. I would like this to be in C# (C++ would be my second choice). I've already asked for a tutorial on how to read the console but I just got back, 'Hook cg_printf', so now I'm requesting...
Hi, I've been looking for this since a while now. Found them in cg_t, but I can't change them to make my player look in another direction. I searched them in Cheat Engine, found them, tried to change them, but they directly switched back to the old values. So, maybe there is no way to modify the...
Note:all addresses/funtions are for the lates patch v1.5 if you have any questions how to find the funtions in a different patch post it hire or send me a pm drawing void (WINAPIV *trap_R_DrawStretchPic)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t...
void (*orig_CG_OwnerDraw) ( float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale,float unknow, vec4_t color, qhandle_t shader, int textStyle ); void CG_OwnerDraw(float x, float y, float w, float h, float text_x,...
inside LoadHudMenu we can find all relevant syscalls hire a few from it orig_CG_Syscall = (int (__cdecl *)(int,...)) 0x04654C0; /*COD1 SYSCALLS*/
we could using the gitem struct (0x30078328 + 4 to Weaponname) or modelIndex2 i use the not lazy way :rolleyes: #define Turrents 11 #define Explosives 4 #define Weapons 3 #define Players 1
typedef enum { DM,//1 SD,//2 HQ,//3 TDM,//4 RETREIVAL,//5 UNKNOW,//6 MAX_GAME_TYPE } gametype_t;
we just search for "RE_AddRefEntityToScene: bad reType %i" about the string is direct the funtions offset db 15h ; DATA XREF: sub_4E0800+A0o void (*org_RE_AddRefEntityToScene)( refEntity_t *ent ); void hook_RE_AddRefEntityToScene( refEntity_t *ent ) { ent->renderfx...
first we need to find "====== RE_RenderScene =====" we decompieling the funtion i addet some comends more easy to find. typedef struct { vec3_t origin; // in world coordinates
//4h for finding the right offsets DWORD fs_searchpaths=0x146031C;//this is the right addrese pack_t * getPack(char *filename) { searchpath_t *browse = *(searchpath_t **)fs_searchpaths; for (; browse; browse = browse->next)
Alright here is something I came across while working on COD1 that I thought was great addition to a simple wallhack hook. The only thing that you need is a syscall hook. In your syscall hook add this case WEAPON_FLASH_REMOVAL: { if(Cod.settings.WeaponFlash > 0) return 0; ...
Simple way to draw a rectangle in COD1.4 void (__cdecl *trap_SetColor)( const float *rgba ) = (void (__cdecl *)( const float *))0x30032380; void (__cdecl *CG_DrawTopBottom)( float x, float y, float width, float height, float size ) = (void (__cdecl *)( float , float , float , float , float ...
My hacked up triggerbotsource for COD (and it works for any q3 based game actually) which I made just to see how many idiots would think the .dll was the real cheat (it came with a packed clientbot DLL that infact was not used or injected at all which people thought). The source is ugly and I...
here are some cod sources //First get your model recognition. It can be counts, crc, or return address. //then this is the code for flashing guns and models glEnable(GL_COLOR_MATERIAL); //Enables coloring glColor3f(rand()%2,rand()%2, rand()%2); //This will choose a random color...
Everyone already has an idea of how its done on CoD, but I made this anyway. It explains: How it works How to hook needed funcs How to set up a CRC32 finder How to use the checksums Most people just show you code and how to do it, but nobody understands why it works.
K heres the deal. Put in opengl32.dll into your COD folder. Then you go in game, and point at what you want it to return or just mingle in the game for a bit. Then quit and you will see opengl32.txt in cod folder, open it, and its the return address in Decimal form..you have to make it into a...
CoD Model Recognition Helper v1.2 written by mGuy ----->Changes in 1.2---------------------= Thirdperson/Foilage hacks now work on v1.2 of CoD Added Whitewalls hack which works on v1.2 The above will not work on v1.1 of CoD. ----->Features---------------------------=
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