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[PS3] MW2 unreleased offsets / huds
Posted:
[PS3] MW2 unreleased offsets / hudsPosted:
Status: Offline
Joined: Jul 08, 201112Year Member
Posts: 388
Reputation Power: 18
Status: Offline
Joined: Jul 08, 201112Year Member
Posts: 388
Reputation Power: 18
hello eveyone today im giving unreleased stuff to the community that i have had for a while
How to use:
RPC Downoad
Force Host
freezing a console
Creidis to all codes
Hope you enjoyed the post:
if you want subscibe to my channel: [youtube]https://www.youtube.com/user/HunterjrHD[/youtube]
public class HudStruct
{
public static uint
xOffset = 0x08,
yOffset = 0x04,
textOffset = 0x84,
GlowColor = 0x8C,
fontOffset = 0x28,
fontSizeOffset = 0x14,
colorOffset = 0x34,
relativeOffset = 0x2c,
widthOffset = 0x48,
heightOffset = 0x44,
shaderOffset = 0x4C,
alignOffset = 0x30,
flags = 0xA4,
clientIndex = 0xA8,
fxBirthTime = 144U,
fxLetterTime = 148U,
fxDecayStartTime = 152U,
fxDecayDuration = 156U,
soundID = 160U;
}
public static void WritePowerPc(bool Active)
{
byte[] NewPPC = new byte[] { 0xF8, 0x21, 0xFF, 0x61, 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0xB0, 0x3C, 0x60, 0x10, 0x03, 0x80, 0x63, 0x00, 0x00, 0x60, 0x62, 0x00, 0x00, 0x3C, 0x60, 0x10, 0x04, 0x80, 0x63, 0x00, 0x00, 0x2C, 0x03, 0x00, 0x00, 0x41, 0x82, 0x00, 0x28, 0x3C, 0x60, 0x10, 0x04, 0x80, 0x63, 0x00, 0x04, 0x3C, 0xA0, 0x10, 0x04, 0x38, 0x80, 0x00, 0x00, 0x30, 0xA5, 0x00, 0x10, 0x4B, 0xE8, 0xB2, 0x7D, 0x38, 0x60, 0x00, 0x00, 0x3C, 0x80, 0x10, 0x04, 0x90, 0x64, 0x00, 0x00, 0x3C, 0x60, 0x10, 0x05, 0x80, 0x63, 0x00, 0x00, 0x2C, 0x03, 0x00, 0x00, 0x41, 0x82, 0x00, 0x24, 0x3C, 0x60, 0x10, 0x05, 0x30, 0x63, 0x00, 0x10, 0x4B, 0xE2, 0xF9, 0x7D, 0x3C, 0x80, 0x10, 0x05, 0x90, 0x64, 0x00, 0x04, 0x38, 0x60, 0x00, 0x00, 0x3C, 0x80, 0x10, 0x05, 0x90, 0x64, 0x00, 0x00, 0x3C, 0x60, 0x10, 0x03, 0x80, 0x63, 0x00, 0x04, 0x60, 0x62, 0x00, 0x00, 0xE8, 0x01, 0x00, 0xB0, 0x7C, 0x08, 0x03, 0xA6, 0x38, 0x21, 0x00, 0xA0, 0x4E, 0x80, 0x00, 0x20 };
byte[] RestorePPC = new byte[] { 0x81, 0x62, 0x92, 0x84, 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x21, 0xFF, 0x01, 0xFB, 0xE1, 0x00, 0xB8, 0xDB, 0x01, 0x00, 0xC0, 0x7C, 0x7F, 0x1B, 0x78, 0xDB, 0x21, 0x00, 0xC8, 0xDB, 0x41, 0x00, 0xD0, 0xDB, 0x61, 0x00, 0xD8, 0xDB, 0x81, 0x00, 0xE0, 0xDB, 0xA1, 0x00, 0xE8, 0xDB, 0xC1, 0x00, 0xF0, 0xDB, 0xE1, 0x00, 0xF8, 0xFB, 0x61, 0x00, 0x98, 0xFB, 0x81, 0x00, 0xA0, 0xFB, 0xA1, 0x00, 0xA8, 0xFB, 0xC1, 0x00, 0xB0, 0xF8, 0x01, 0x01, 0x10, 0x81, 0x2B, 0x00, 0x00, 0x88, 0x09, 0x00, 0x0C, 0x2F, 0x80, 0x00, 0x00, 0x40, 0x9E, 0x00, 0x64, 0x7C, 0x69, 0x1B, 0x78, 0xC0, 0x02, 0x92, 0x94, 0xC1, 0xA2, 0x92, 0x88, 0xD4, 0x09, 0x02, 0x40, 0xD0, 0x09, 0x00, 0x0C, 0xD1, 0xA9, 0x00, 0x04, 0xD0, 0x09, 0x00, 0x08, 0xE8, 0x01, 0x01, 0x10, 0xEB, 0x61, 0x00, 0x98, 0xEB, 0x81, 0x00, 0xA0, 0x7C, 0x08, 0x03, 0xA6, 0xEB, 0xA1, 0x00, 0xA8, 0xEB, 0xC1, 0x00, 0xB0, 0xEB, 0xE1, 0x00, 0xB8, 0xCB, 0x01, 0x00, 0xC0, 0xCB, 0x21, 0x00, 0xC8 };
if (Active)
DEX.SetMemory(0x0038EDE8, NewPPC);
else
DEX.SetMemory(0x0038EDE8, RestorePPC);
}
public static void SV_SendServerCommand(int clientIndex, string Command)
{
WritePowerPc(true);
DEX.Extension.WriteString(0x10040010, Command);
DEX.Extension.WriteInt32(0x10040004, clientIndex);
DEX.Extension.WriteBool(0x10040003, true);
bool isRunning;
do { isRunning = DEX.Extension.ReadBool(0x10040003); } while (isRunning != false);
WritePowerPc(false);
}
public static uint G_LocalizedString(string input)
{
uint StrIndex = 0;
bool isRunning = true;
WritePowerPc(true);
DEX.Extension.WriteString(0x10050010, input);
DEX.Extension.WriteBool(0x10050000 + 3, true);
do { StrIndex = DEX.Extension.ReadUInt32(0x10050004); } while (StrIndex == 0);
DEX.Extension.WriteUInt32(0x10050004, 0);
do { isRunning = DEX.Extension.ReadBool(0x10050003); } while (isRunning != false);
WritePowerPc(false);
return StrIndex;
}
public static int RGB2INT(int r, int g, int b, int a)
{
byte[] newRGB = new byte[4];
newRGB[0] = (byte)r;
newRGB[1] = (byte)g;
newRGB[2] = (byte)b;
newRGB[3] = (byte)a;
Array.Reverse(newRGB);
return BitConverter.ToInt32(newRGB, 0);
}
public static void SetText(uint index, uint client, string text, uint font, float fontScale, float x, float y, uint alignText, uint align, int r = 255, int g = 255, int b = 255, int a = 255, int GlowR = 255, int GlowG = 0, int GlowB = 0, int GlowA = 0)
{
uint Ind = Convert.ToUInt32(index);
uint Elem = 0x12E9858 + ((uint)Ind * 0xB4);
DEX.Extension.WriteInt32(Elem, 1);
DEX.Extension.WriteInt32(Elem + HudStruct.flags, 1);
DEX.Extension.WriteUInt32(Elem + HudStruct.clientIndex, client);
DEX.Extension.WriteUInt32(Elem + HudStruct.textOffset, G_LocalizedString(text));
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset, alignText);
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset - 4, 6);
DEX.Extension.WriteUInt32(Elem + HudStruct.fontOffset, font);
DEX.Extension.WriteUInt32(Elem + HudStruct.alignOffset, align);
DEX.Extension.WriteInt16(Elem + HudStruct.textOffset + 4, 0x4000);
DEX.Extension.WriteFloat(Elem + HudStruct.fontSizeOffset, fontScale);
DEX.Extension.WriteFloat(Elem + HudStruct.xOffset, x);
DEX.Extension.WriteFloat(Elem + HudStruct.yOffset, y);
DEX.Extension.WriteInt32(Elem + HudStruct.colorOffset, RGB2INT(r,g,b,a));
DEX.Extension.WriteInt32(Elem + HudStruct.GlowColor, RGB2INT(GlowR,GlowG,GlowB,GlowA));
}
public static void SetShader(uint index, uint client, uint shader, int width, int height, float x, float y, uint align, float sort = 0, int r = 255, int g = 255, int b = 255, int a = 255)
{
uint Ind = Convert.ToUInt32(index);
uint Elem = 0x12E9858 + ((uint)Ind * 0xB4);
DEX.Extension.WriteInt32(Elem, 6);
DEX.Extension.WriteInt32(Elem + HudStruct.flags, 1);
DEX.Extension.WriteUInt32(Elem + HudStruct.clientIndex, client);
DEX.Extension.WriteUInt32(Elem + HudStruct.shaderOffset, shader);
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset, 5);
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset - 4, 6);
DEX.Extension.WriteInt32(Elem + HudStruct.heightOffset, height);
DEX.Extension.WriteInt32(Elem + HudStruct.widthOffset, width);
DEX.Extension.WriteUInt32(Elem + HudStruct.alignOffset, align);
DEX.Extension.WriteFloat(Elem + HudStruct.xOffset, x);
DEX.Extension.WriteFloat(Elem + HudStruct.yOffset, y);
DEX.Extension.WriteInt32(Elem + HudStruct.colorOffset, RGB2INT(r, g, b, a));
}
public static void doTypeWriter(uint index, uint client, string text, uint font, float fontScale, float x, float y, uint alignText, uint align, int r = 255, int g = 255, int b = 255, int a = 255, int GlowR = 255, int GlowG = 0, int GlowB = 0, int GlowA = 0)
{
uint Ind = Convert.ToUInt32(index);
uint Elem = 0x12E9858 + ((uint)Ind * 0xB4);
DEX.Extension.WriteInt32(Elem, 1);
DEX.Extension.WriteInt32(Elem + HudStruct.flags, 1);
DEX.Extension.WriteUInt32(Elem + HudStruct.clientIndex, client);
DEX.Extension.WriteUInt32(Elem + HudStruct.textOffset, G_LocalizedString(text));
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset, alignText);
DEX.Extension.WriteUInt32(Elem + HudStruct.relativeOffset - 4, 6);
DEX.Extension.WriteUInt32(Elem + HudStruct.fontOffset, font);
DEX.Extension.WriteUInt32(Elem + HudStruct.alignOffset, align);
DEX.Extension.WriteInt16(Elem + HudStruct.textOffset + 4, 0x4000);
DEX.Extension.WriteFloat(Elem + HudStruct.fontSizeOffset, fontScale);
DEX.Extension.WriteFloat(Elem + HudStruct.xOffset, x);
DEX.Extension.WriteFloat(Elem + HudStruct.yOffset, y);
DEX.Extension.WriteInt32(Elem + HudStruct.colorOffset, RGB2INT(r,g,b,a));
DEX.Extension.WriteInt32(Elem + HudStruct.GlowColor, RGB2INT(GlowR,GlowG,GlowB,GlowA));
DEX.Extension.WriteInt32(Elem + HudStruct.fxBirthTime, getLevelTime());
DEX.Extension.WriteInt32(Elem + HudStruct.fxLetterTime, 100);
DEX.Extension.WriteInt32(Elem + HudStruct.fxDecayStartTime, 4000);
DEX.Extension.WriteInt32(Elem + HudStruct.fxDecayDuration, 1000);
DEX.Extension.WriteInt32(Elem + HudStruct.flags, 1);
DEX.Extension.WriteUInt32(Elem + HudStruct.textOffset, G_LocalizedString(text));
}
public static Int32 getLevelTime()
{
Byte[] LevelTime = new Byte[4];
DEX.GetMemory(0x12e0304,LevelTime);
Array.Reverse(LevelTime, 0, 4);
return BitConverter.ToInt32(LevelTime, 0);
}
How to use:
//////////Typewriter Text////////////
What the function is:
doTypeWriter(uint index, uint client, string text, uint font, float fontScale, float x, float y, uint alignText, uint align, int r = 255, int g =
255, int b = 255, int a = 255, int GlowR = 255, int GlowG = 0, int GlowB = 0, int GlowA = 0)
Example of the function used:
doTypeWriter(120, 0, "Welcome\nJailbreaknow Typewriter\nEnjoy!", 4, 2, 150, 150, 0, 0, 204, 0, 221, 255, 204, 0, 221, 255);
////////////Text Function////////////
What the function is:
SetText(uint index, uint client, string text, uint font, float fontScale, float x, float y, uint alignText, uint align, int r = 255, int g = 255, int b
= 255, int a = 255, int GlowR = 255, int GlowG = 0, int GlowB = 0, int GlowA = 0)
Example of the function used:
SetText(120, 0, "Welcome Jailbreaknow Huds", 4, 2, 150, 150, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255);
///////////Shader Function////////////
What the function is:
SetShader(uint index, uint client, uint shader, int width, int height, float x, float y, uint align, float sort = 0, int r = 255, int g = 255, int b = 255, int a = 255)
Example of the function used:
SetShader(120, 0, 12, 300, 1000, 200, 200, 0, 0, 255, 255, 255, 255);
RPC Downoad
http://www.mediafire.com/download/74sxr08fq8j48cs/MW2+MP+1.14+RPC+FIX.rar
Force Host
way 1
Game server command
setClientDvar("0" "party_connectTimeout 1000") 0 = Client number -1 will do it for all clients
or you can you and offset
Way 2 http://www.mediafire.com/download/uq4oxbmljuia3xy/Force+Host.txt
freezing a console
setClientDvar("0" "fullbright_1") set it to a client number that is in the game.
Creidis to all codes
me {Jailbreaknow/hacking247/JavaDevTeam/iMcProductions}
xFatleCoder
SC58
chco
Hope you enjoyed the post:
if you want subscibe to my channel: [youtube]https://www.youtube.com/user/HunterjrHD[/youtube]
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