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OP7 Buggy ESP source

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Old 03-24-2009, 10:54 AM   #1
fatboy88
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OP7 Buggy ESP source

Buggy esp code for OP7 doesn't make up for the table iteration.
Credits:Pilfer,Strife,RoverTurbo,DrunkenChettah,Ev ilBert

Player.h
Code:
class _Static;
class _Dynamic;
class _Player;
class _ClientInfo;
class _ClientInfo1;
class _ClientInfo2;
class _ClientInfo3;
class _Camera;


class _Dynamic
{
public:
    _Player* Player; //0000
};

class _Player
{
public:
     
    _ClientInfo*  ClientInfo;
    
};

class _ClientInfo
{
public:
    __int32 Get;
    char unknown0[56];
    char cName[16]; //003C
    char unknown1[36];
    __int16 iTeam; //0070  DONT THINK THIS IS RIGHT
    __int16 iConnected; //0072 DONT THINK THIS IS RIGHT
     char unknown2[100];
    vec3_t Origin;  //00D8
    char unknown6[12];
    __int32 iKill; //00F0
    __int32 iDeaths; //00F4
    __int32 iTK; //00F8
    __int32 iHS; //00FC
    char unknown7[20];
    __int32 iHealth; //0114
}; //size 0x58A8
Code:
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <q_math.c>
#include <detours.h>
#include <stdio.h>
#include "Player.h"
#include <fstream>
#include <iostream>
using namespace std;


#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")




typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec9_t[9];
bool Created;
LPD3DXFONT m_font;
ID3DXFont *Font1, *Font2, *Font4;
ID3DXFont *F1;
ID3DXFont *font;
IDirect3DDevice9 * pGameDevice;


void DrawConString(int x, int y, int Red, int Green, int Blue, int Alpha, const char *text, ...)
{
    LPD3DXFONT Font = m_font;
    D3DCOLOR fontColor = D3DCOLOR_ARGB(Alpha, Red, Green, Blue);  
    RECT rct;
    rct.left=x; rct.top=y; rct.right=rct.left+1000; rct.bottom=rct.top+1000;
    va_list va_alist;
    char logbuf[256] = {0};
    va_start (va_alist, text);
    _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist);
    va_end (va_alist);
    Font->DrawTextA(NULL, logbuf, -1, &rct, 0, fontColor );   
}


 


char szName[256];

char szDist[100] = { 0 };     




typedef HRESULT(WINAPI* Reset_)(LPDIRECT3DDEVICE9 pDevice ,  D3DPRESENT_PARAMETERS* pPresentationParameters);
Reset_ pReset;
HRESULT WINAPI nReset(LPDIRECT3DDEVICE9 pDevice ,  D3DPRESENT_PARAMETERS* pPresentationParameters)
{
if(m_font != NULL)
m_font->OnLostDevice();

HRESULT    ret = pReset(pDevice,pPresentationParameters);

if(ret == D3D_OK)
{
    if(m_font != NULL)
        m_font->OnResetDevice();
}

return ret;
}






typedef HRESULT(WINAPI* Present_)(LPDIRECT3DDEVICE9 pDevice,CONST RECT * pSourceRect,
                        CONST RECT * pDestRect,HWND hDestWindowOverride,CONST RGNDATA * pDirtyRegion);
Present_ pPresent;

HRESULT  WINAPI nPresent(LPDIRECT3DDEVICE9 pDevice,CONST RECT * pSourceRect,
                        CONST RECT * pDestRect,HWND hDestWindowOverride,CONST RGNDATA * pDirtyRegion)
{   


    
                
    
    
    
    
    if(!Created)
    {
        Created=true;
        D3DXCreateFont(pDevice, 12, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &m_font );
        
    }
    

    
if(Created != NULL)
    {

    D3DVIEWPORT9 pViewport;
    pDevice->GetViewport(&pViewport);
    
    
    
    {
        
        DrawConString(pViewport.Width/2 ,pViewport.Height/2,0,0,255,255,"+");    

        }

    
    
        _Dynamic  * Dynamic =(_Dynamic*)0xBFCC70 ;
        
        
        
        _ClientInfo * ClientInfo =(_ClientInfo*)Dynamic->Player->ClientInfo->Get;
        
        

       
         
         
         for( unsigned int i = 1; i < 23; i++ ) 
       
        {
    
         int playerAddy  = Dynamic->Player->ClientInfo->Get + (i * 0x58A8);
         ClientInfo = (_ClientInfo*)( playerAddy);
         vec3_t blah = {0,0,0};
           if(ClientInfo->Origin !=NULL  ){
           {
             
             D3DXVECTOR3 vScreenCoord;
             D3DXMATRIX projection, view, world;
             D3DXVECTOR3 vWorldLocation = ClientInfo->Origin;
             
             D3DVIEWPORT9 viewPort;
    
             

    
             pDevice->GetTransform(D3DTS_VIEW, &view);
    
             pDevice->GetTransform(D3DTS_PROJECTION, &projection);
    
             pDevice->GetTransform(D3DTS_WORLD, &world);
    
             pDevice->GetViewport(&viewPort);

    
             D3DXVec3Project(&vScreenCoord, &vWorldLocation, &viewPort, &projection, &view, &world);
             
            

             if(vScreenCoord.z <= 1){

                 if(ClientInfo->iHealth >= 1 ){

                    
            
            
                
              
                
           

                   
                 
                 sprintf(szName,"[%i]%s",ClientInfo->iHealth,ClientInfo->cName);
                 DrawConString(vScreenCoord.x,vScreenCoord.y ,255,120,0,255,szName);
               
                   
             }
                 
             }     
             
        }
    
    }

}      

}        
             

        
             return pPresent(pDevice,pSourceRect,pDestRect,hDestWindowOverride,pDirtyRegion);

}

DWORD dwWait(LPVOID lpArgs)
{
   
   DWORD Base = NULL;

   for (;Base == NULL;Sleep(100))           
   
   Base = (DWORD)GetModuleHandle("operation7.exe"); 
   
   for(;pGameDevice == NULL; Sleep(500))  
   {
      DWORD dwProtect;
      VirtualProtect((void*)(0xa37774), 4, PAGE_EXECUTE_READWRITE, &dwProtect);
      memcpy(&pGameDevice, (void*)(0xa37774), 4);
      VirtualProtect((void*)(0xa37774), 4, dwProtect, NULL);
   }
         
      
   
   

   
    DWORD* pdwNewDevice = (DWORD*)pGameDevice;
    pdwNewDevice = (DWORD*)pdwNewDevice[0];



    
      
      pReset    = (Reset_)DetourFunction((PBYTE)pdwNewDevice[16],(PBYTE)nReset);
      pPresent = (Present_)DetourFunction((PBYTE)pdwNewDevice[17],(PBYTE)nPresent);
      return 0;
}




bool WINAPI DllMain(HMODULE hDll, DWORD dwReason, PVOID pvReserved)
{
    if(dwReason == DLL_PROCESS_ATTACH)
    {
    
     
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)dwWait, NULL, NULL, NULL);
        
        return true;
    }
    return false;
}
To get the BFCC70

go to this offset 0x4B644F mov esi,ecx+0x3394

find ecx then add 0x3390

so offset = ecx+0x3390

I heard vista and xp offset are diffrent idk im on vista but here goes a dump of the area.
Code:
004B642A   68 A4726900      PUSH OPERATIO.006972A4                   ; ASCII "GamePlayer Queue is NULL 
"
004B642F   E8 7CDD1400      CALL OPERATIO.006041B0
004B6434   83C4 04          ADD ESP,4
004B6437   33C0             XOR EAX,EAX
004B6439   C3               RETN
004B643A   8B91 98330000    MOV EDX,DWORD PTR DS:[ECX+3398]
004B6440   8BC2             MOV EAX,EDX
004B6442   C1E8 02          SHR EAX,2
004B6445   56               PUSH ESI
004B6446   8D3485 00000000  LEA ESI,DWORD PTR DS:[EAX*4]
004B644D   2BD6             SUB EDX,ESI
004B644F   8BB1 94330000    MOV ESI,DWORD PTR DS:[ECX+3394]
004B6455   3BF0             CMP ESI,EAX
004B6457   77 02            JA SHORT OPERATIO.004B645B
004B6459   2BC6             SUB EAX,ESI
004B645B   8BB1 90330000    MOV ESI,DWORD PTR DS:[ECX+3390]
004B6461   8B0486           MOV EAX,DWORD PTR DS:[ESI+EAX*4]
004B6464   8B0490           MOV EAX,DWORD PTR DS:[EAX+EDX*4]
004B6467   8B91 9C330000    MOV EDX,DWORD PTR DS:[ECX+339C]
Like i said this is unfinished but a good starter!



Last edited by fatboy88; 03-24-2009 at 03:31 PM.
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Old 03-24-2009, 04:30 PM   #2
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Re: OP7 Buggy ESP source

thanks man gaanna add this 2 my hack and realse also do u have the addies for teh otehr hacks i keep getting banned befor i get them
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Old 03-24-2009, 07:06 PM   #3
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Re: OP7 Buggy ESP source

Ahaha, another rip from Pilfer =P

Off topic:

Fatboy! You're baack! But i remember you hacked SF... You transferred to OP?
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Old 03-24-2009, 07:11 PM   #4
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Re: OP7 Buggy ESP source

Quote:
Originally Posted by xNinjaZ View Post
Ahaha, another rip from Pilfer =P

Off topic:

Fatboy! You're baack! But i remember you hacked SF... You transferred to OP?
rip from pilfer? He helped me make this , he didn't rip we worked on it together.


@ Off topic:
No i did this originally cuz pilfer asked me to help him.
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Old 03-24-2009, 07:13 PM   #5
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Re: OP7 Buggy ESP source

lol fatboy is a hacking god ifler hardly known lol why would he eeven take soemthing tahts not his lo olwhen he can just make it ps post addies lol
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Old 03-24-2009, 08:01 PM   #6
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Re: OP7 Buggy ESP source

Quote:
Originally Posted by I am a Hacker View Post
lol fatboy is a hacking god ifler hardly known lol why would he eeven take soemthing tahts not his lo olwhen he can just make it ps post addies lol
... would you please rewrite that in English? I cannot understand or read your post.

Quote:
Originally Posted by fatboy88 View Post
rip from pilfer? He helped me make this , he didn't rip we worked on it together.


@ Off topic:
No i did this originally cuz pilfer asked me to help him.
Sorry Fatboy, because most people come to this section and rip stuff out of WRGHPRO. So then... ya...

My Apologies XP
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Last edited by xNinjaZ; 03-24-2009 at 08:14 PM.
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Old 03-24-2009, 08:04 PM   #7
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Re: OP7 Buggy ESP source

yea i get that alot my key board is sticky so i miss alot of letters lol so nija can u code op7
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Old 03-24-2009, 09:44 PM   #8
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Re: OP7 Buggy ESP source

Nope, high school student, no experience in coding or computer tech. ^^
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Old 04-09-2009, 11:56 AM   #9
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Re: OP7 Buggy ESP source

hey i tried to find that ecx but no succes. maybe u can give a tip

PS: new to C++ just started i know the basics
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Old 04-13-2009, 04:16 PM   #10
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Re: OP7 Buggy ESP source

GJ Fatboy :D

At ninja or whatever, Fatboy would be 100% correct in saying that we worked on this together. He did most of it, though. I just found the Enemy class. He discovered the Object Table shit.

:P
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