F.E.A.R (1 and 2) Engine Specific Code
Sticky Threads
The engine itself, doesn't seem to use it. You need to create your font with the characters you will use: bool bInitFont; CTextureString* StringFont; void InitFont () { if ( !bInitFont ) { CFontInfo font = CFontInfo("Terminal",8); StringFont =...
A simple Aimbot based Vectore scanning (:cheerful: ) I suppose you have already hooked all necessary things... /* All the works for scann the target is already coded (thank's sierra :)) so.. recover the target locked on your Croshair */ HOBJECT hTarget =...
Probably not the best way but it works typedef bool (__stdcall *tChangeWeapon)(void * _this, int a2, int a3, int a4, bool a5, bool a6); tChangeWeapon oChangeWeapon; bool __stdcall xChangeWeapon(void * _this, int a2, int a3, int a4, bool a5, bool a6) { int iCurWeapon = *(DWORD...
Found some very intertesting functions that i'm going to have a play about with, i'm not going to release how I logged them but it should be fairly obvious to anybody who can use a debugger... Building command list... cmd_name: PerformanceGroupLevel func_ptr: 0xdc82f80 cmd_name:...
This will allow you to control a load of F.E.A.R's internal variables, including recoil, speed, fall damage and other crap. float __stdcall Hooked_FEARDatabase( unsigned char * unknown, const char * param_name, int code, int stack ) { float flRet = Orig_FEARDatabase( unknown,...
I don't know what effect this will have in multiplayer as I can't afford to pay for the game yet. I only have the demo too so offsets are likely to be different. Anyway, here is perfect recoil and spread in 1 patch, you thought they might have learnt after F.E.A.R 1 :P void PatchRecoil( void )...
Nice little sound esp for F.E.A.R First off the function we will need to hook is called PlayDBSoundFromPos The location for this is (base + 0x13dc10). You will need to make a typedef for the function like so: typedef HLTSOUND (__stdcall *PlayDBSoundFromPos_T)( const LTVector &vPos,...
just a base aimbot/esp/engine stuff taker :tired: without static offsets.. like someone likes to use ( |= ~respect ) for each.. :cross_eye
Normal Threads
I have always wondered, why is it that there are no hacks for FEAR Combat v.1.7, but there is for earlier versions, and for v.1.8? What's so different? Is it impossible?
For those that already know fear is a shit game and noone plays it anymore Attached is possibly the second best hack for fear in the world after Icecolds private one. the list of things is too long to name but some things are Laser guns Tank guns spawn anything change server settings
Can you teach me how to run these hacks?. I donīt know how to run them. Could anybody help me? Thanks
I've been at this for a couple days, and I have run into a dead end. Is there any pointers anyone could give about finding the yaw and pitch? I am able to do it with cheat engine, but this particular game has an anti cheat. I've looked at the FEAR SDK and reversing the player manger proves to be...
Hello. As the Address for NoRecoil isn't static for me, i have to Patternscan it. DWORD pNoRecoil = Memory::dwFindPattern(0x0100000, 0x0170000 , (PBYTE)"\x81\xEC\x8C\x00\x00\x00\x53\x8B\xD9", "xxx???xxx"); But the Patternscan seems to Crash the Game ! I think it's because the scanned memory...
Does anyone know of a method to work with FEAR that allows me to modify the textures of HOBJECTS in game?
Features: speedhack - Customized speed settings fastrecover - Quick recovery speed from sprinting nodrain - Don't drain energy when sprinting recoil - Completely remove weapon spread and recoil inventory - Weapon inventory hack allows more bullets than normal longrange - Allows you to...
ok as ive been reading some as i saw the mini hack.. is there a way to get a hack with aimbot esp and chams and extras for fear and fear 2 multi player
I dissassembled Fear2.EXE and found a text string called ILTRenderer . So heres the assembly: loc_6652EC: push offset dword_6EB9E0 push offset aIltrenderer_de ; "ILTRenderer.Default" mov ecx, offset unk_6EB9E4 call sub_407E0B push offset sub_669FDB ; void (*)(void) call ...
Add this after ur rotation in ur aimbot to make it autofire when locked..... g_pClientShell->GetPlayerMgr()->GetClientWeaponMgr()->GetCurrentClientWeapon()->Fire(); This will only fire ur weapon and although seems like u have infinite ammo U DO NOT after ur clips are empty u will...
DirectX VTable Hook that I made for FEAR using the device pointer that the game stores in memory. Went ahead and hooked a few as an example. A benefit to this would be that you can hook at any time. In other words, no time critical hooks. Currently undetected by PB #include <Windows.h>...
Just a simple patch to get rid of that weapon sway when moving. /* 025FEAA9 33FF XOR EDI,EDI 025FEAAB 3BC7 CMP EAX,EDI 025FEAAD 0F84 73040000 JE GamB4D.025FEF26 ;change to Unconditional jmp 025FEAB3 8B0D DC497402 MOV ECX,DWORD PTR DS: reference:...
He is a simple code to teleport from player to player...This was made using the Fear 1.08 SDK ... void MyFearClass::vTeleport( void ) { if( !g_pInterfaceMgr->IsInGame() ) return; CSpecialFXList* pFxList = g_pClientShell->GetSFXMgr()->GetFXList( SFX_CHARACTER_ID );
A little visual treat, makes up for not having a wallhack! Plus it looks really cool. First, some bone defintitions - to make things easier #define HEAD 0 #define NECK 1 #define UTORSO 2 #define TORSO 3 #define LSHOULDER 4 #define LARMU 5
GetFXList(SFX_PICKUPITEM_ID) holds all the Pickups(Ammo/weapons/etc) so how do we make use of it? Like this: CSpecialFXList* pList = g_pClientShell->GetSFXMgr()->GetFXList(SFX_PICKUPITEM_ID); int nNumPickups = pList->GetSize(); for (int i = 0; i < nNumPickups; i++) { if ((*pList))
Bone based Aimbot example: uint32 nodes = 0; HMODELNODE hNode; LTTransform lTrans; g_pILTClient->GetModelLT()->GetNumNodes(pChar->GetServerObj(),nodes); g_pILTClient->GetModelLT()->GetRootNode(pChar->GetServerObj(),hNode); for(int j=0; j <nodes;j++){ if( LT_OK ==...
lolz void PatchAmmo() { bool * bInfinateAmmo = (bool*)(g_pBaseClient + 0x1a44f4); *bInfinateAmmo = true; }
g_pClientShell->GetPlayerMgr()->GetMoveMgr()->SetGravity( whatevervalue ); It's that easy...
here a little Name ESP for F.E.A.R /* Get the list of connected players */ CSpecialFXList* pList = g_pClientShell->GetSFXMgr()->GetFXList(SFX_CHARACTER_ID); /* get Num of players */ int nNumChars = pList->GetSize();
TYPE_GetProcAddress Orig_GetProcAddress = NULL; typedef FARPROC (WINAPI * TYPE_GetProcAddress) (HMODULE hModule,LPCSTR lpProcName); Orig_GetProcAddress = (TYPE_GetProcAddress)DetourFunction( (BYTE*)GetProcAddress( GetModuleHandle( "Kernel32.dll" ), "GetProcAddress" ),...
int GetAnimState( ) { uint32 dwPlayerFlags = g_pPlayer->GetPlayerFlags( ); bool bCrouch = !!(dwPlayerFlags & BC_CFLG_DUCK); bool bMoving = !!( dwPlayerFlags & BC_CFLG_MOVING ); bool bRun = bMoving && !!(dwPlayerFlags & BC_CFLG_RUN); bool bWater = g_pPlayer->IsUnderwater( ); //maybe use...
//declares typedef bool (WINAPI * TYPE_CInterfaceMgr_OnKeyDown) (int key, int rep); TYPE_CInterfaceMgr_OnKeyDown Orig_CInterfaceMgr_OnKeyDown = NULL; //someplace DWORD dwOnKeyDown = ( ( dwGameDll ) + 0x84930 ); Orig_CInterfaceMgr_OnKeyDown = (TYPE_CInterfaceMgr_OnKeyDown)...
Use this to get the character from an ID CCharacterFX *GetCharacterFromID(uint32 ID) { CCharacterFX* pCharacterFX = NULL; int cCharacterFX = g_pGCShell->GetSFXMgr()->GetFXList(SFX_CHARACTER_ID)->GetSize(); for ( int iCharacterFX = 0 ; iCharacterFX < cCharacterFX ;...
I've been working on this lately, so I thought I might just post these two "hints" as code snippets. It's for grabbing the Baseaddress of the GameClient.dll dynamically, as its being extracted to the Temp directory: void HookThread() { char* GameClient =...
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