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OP7 Buggy ESP source
Operation 7
03-24-2009, 10:54 AM
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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 .
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
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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03-24-2009, 07:11 PM
#4
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Re: OP7 Buggy ESP source
Quote:
Originally Posted by
xNinjaZ
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.
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
03-24-2009, 08:01 PM
#6
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Re: OP7 Buggy ESP source
Quote:
Originally Posted by
I am a Hacker
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
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 .
03-24-2009, 08:04 PM
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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
03-24-2009, 09:44 PM
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Re: OP7 Buggy ESP source
Nope, high school student, no experience in coding or computer tech. ^^
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04-09-2009, 11:56 AM
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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
04-13-2009, 04:16 PM
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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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