Post: AW 1.11 45 New Addresses
04-05-2015, 04:26 PM #1
Swaqq
Professional Thanker
(adsbygoogle = window.adsbygoogle || []).push({}); y0 guys, these are some new addresses I found on AW, I made a new thread because yolo. Im making a mini .idb, so I'll probably release it soon. Anyways here they are.

    
//1.11 PS3
SL_ConvertToString = 0x3DDEDC, //(unsigned int value)
va = 0x4E2634, //(const char*, ...)
Scr_MakeGameMessage = 0x352238, //(int, const char*)
Scr_ConstructMessageString = 0x351E80, //(int, int, char, char const*, char*, unsigned int)
CG_DrawActiveFrame = 0x1FFA90, //(int,int,DemoType t, CubemapShot cs, int, int)
CL_CGameRendering = 0x23FA70, //(int localClientNum)
clientActive_t = 0xD9F9E0,
UI_IsFullscreen = 0x4A7A8C, //(int)
Scr_GetInt = 0x3EAFC4, //(unsigned int)
Scr_GetConstString = 0x3FB3DC, //(unsigned int)
Scr_GetNumParam = 0x3FC490, //(void)
CG_ExecuteNewServerCommands = 0x1E109C, //(int localClientNum, int latestSequence)
CG_DeployServerCommand = 0x1DF4C8, //(int localClientNum)
CL_CGameNeedsServerCommand = 0x1E0EA8,//(int localClientNum, int serverCommandNumber)
CG_ExecuteNewServerCommands = 0x1E109C, //(int localClientNum, int latestSequence)
Sys_GetValue = 0x3DC0D0, //(int ValueIndex)
ClientConnect = 0x307550, //(int clientNum, unsigned __int16 scriptPersId)
Scr_PlayerConnect = 0x363F54, //(gentity_s* self)
Scr_FreeThread = 0x3FA6A0, //(unsigned short handle)
RemoveRefToObject = 0x3EF928, //(unsigned int id)
Scr_LoadLevel = 0x34032C, //(void)
Scr_ExecThread = 0x3FA410, //(int handle, unsigned int paramcount)
G_InitGame = 0x328C58, (int levelTime, int randomSeed, int restart, int savepersist)
Scr_LoadGameType = 0x363A64, //(void)
SV_InitGameVM = 0x447284, //()
SV_GameRestartProgs = 0x44744C, //(int savepersist)
G_ShutdownGame = 0x3294A8, //(int freeScripts)
SV_ShutdownGameProgs = 0x447020, //(void)
Com_SyncThreads = 0x3C4718, //(void)
SV_MapRestart = 0x43F7D0, //(int fast_restart)
G_LoadStructs = 0x3763B4, //(void)
memset = 0x6C8C0C,
HECmd_SetText = 0x320E50, //(scr_entref_t entref)
GScr_LoadConsts = 0x3869D4, //(void)
GScr_AllocString = 0x340308, //(const char*)
GScr_SetDvar = 0x343D24,
Scr_GetString = 0x3FB714, //(unsigned int index)
SV_AddTestClient = 0x44560C, //
GScr_AddTestClient = 0x368DF4,
Scr_AddEntity = 0x374AE8, //(genity_s* ent)
Scr_AddEntityNum = 0x3FCA88, (int entnum, unsigned int classnum)
Scr_GetEntityId = 0x3F455C, //(int entnum, unsigned int classnum)
SV_ExecuteClientMessage = 0x4D5A9C, //(client_s* cl, msg_t* msg)
RandomFuncThatSetStats = 0x36E188, //unknown args af


Most are right, so if one is wrong just tell me :3
Last edited by Swaqq ; 04-05-2015 at 07:38 PM.

The following 2 users say thank you to Swaqq for this useful post:

LBK, TotalModzHD
04-05-2015, 04:28 PM #2
LBK
Little One
Very Good Job my bro' Happy

The following user thanked LBK for this useful post:

Swaqq
04-05-2015, 04:34 PM #3
LBK
Little One
    
0x1D7E0 == BG_ClearWeaponDef
0x1591F0 == BG_LoadDefaultWeaponDef
0x4468D0 == SV_LocateGameData(gentity_s *gEnts, int numGEntities, int sizeofGEntity_t, playerState_s *clients, int sizeofGameClient)
04-05-2015, 04:41 PM #4
Originally posted by Swaqq View Post
y0 guys, these are some new addresses I found on AW, I made a new thread because yolo. Im making a mini .idb, so I'll probably release it soon. Anyways here they are.

    
//1.11 PS3
SL_ConvertToString = 0x3DDEDC, //(unsigned int value)
va = 0x4E2634, //(const char*, ...)
Scr_MakeGameMessage = 0x352238, //(int, const char*)
Scr_ConstructMessageString = 0x351E80, //(int, int, char, char const*, char*, unsigned int)
CG_DrawActiveFrame = 0x1FFA90, //(int,int,DemoType t, CubemapShot cs, int, int)
CL_CGameRendering = 0x23FA70, //(int localClientNum)
clientActive_t = 0xD9F9E0,
UI_IsFullscreen = 0x4A7A8C, //(int)
Scr_GetInt = 0x3EAFC4, //(unsigned int)
Scr_GetConstString = 0x3FB3DC, //(unsigned int)
Scr_GetNumParam = 0x3FC490, //(void)
CG_ExecuteNewServerCommands = 0x1E109C, //(int localClientNum, int latestSequence)
CG_DeployServerCommand = 0x1DF4C8, //(int localClientNum)
CL_CGameNeedsServerCommand = 0x1E0EA8,//(int localClientNum, int serverCommandNumber)
CG_ExecuteNewServerCommands = 0x1E109C, //(int localClientNum, int latestSequence)
Sys_GetValue = 0x3DC0D0, //(int ValueIndex)
ClientConnect = 0x307550, //(int clientNum, unsigned __int16 scriptPersId)
Scr_PlayerConnect = 0x363F54, //(gentity_s* self)
Scr_FreeThread = 0x3FA6A0, //(unsigned short handle)
RemoveRefToObject = 0x3EF928, //(unsigned int id)
Scr_LoadLevel = 0x34032C, //(void)
Scr_ExecThread = 0x3FA410, //(int handle, unsigned int paramcount)
G_InitGame = 0x328C58, (int levelTime, int randomSeed, int restart, int savepersist)
Scr_LoadGameType = 0x363A64, //(void)
SV_InitGameVM = 0x447284, //()
SV_GameRestartProgs = 0x44744C, //(int savepersist)
G_ShutdownGame = 0x3294A8, //(int freeScripts)
SV_ShutdownGameProgs = 0x447020, //(void)
Com_SyncThreads = 0x3C4718, //(void)
SV_MapRestart = 0x43F7D0, //(int fast_restart)
G_LoadStructs = 0x3763B4, //(void)
memset = 0x6C8C0C,
HECmd_SetText = 0x320E50, //(scr_entref_t entref)
GScr_LoadConsts = 0x3869D4, //(void)
GScr_AllocString = 0x340308, //(const char*)
GScr_SetDvar = 0x343D24,
Scr_GetString = 0x3FB714, //(unsigned int index)
SV_AddTestClient = 0x44560C, //(void)
GScr_AddTestClient = 0x368DF4,
Scr_AddEntity = 0x374AE8, //(genity_s* ent)
Scr_AddEntityNum = 0x3FCA88, (int entnum, unsigned int classnum)
Scr_GetEntityId = 0x3F455C, //(int entnum, unsigned int classnum)
SV_ExecuteClientMessage = 0x4D5A9C, //(client_s* cl, msg_t* msg)
GScr_SetStat = 0x36E188, //(scr_entref_t entref)


Most are right, so if one is wrong just tell me :3


Why didn't you post this in your already existing, specifically made for this, thread?
*sniff*rep whore*sniff*
04-05-2015, 04:52 PM #5
Swaqq
Professional Thanker
Originally posted by Joren. View Post
Why didn't you post this in your already existing, specifically made for this, thread?
*sniff*rep whore*sniff*


people wont go in my thread to see if there is new addresses. Its a new release. They are in my other thread. But I have new ones here. When you release a mod menu, do you just put it in the same thread as your old one? No. You make a new one. Consider this something like that. Its meant just to get the word that there are new addresses out. Don't call me a rep whore, because clearly rep is not my motivation. If you would like, I'll pm Tustin to reset my rep to 0. Admit it, if I released these in my other thread, you would probably never see them.

The following 2 users say thank you to Swaqq for this useful post:

LBK, milky4444
04-05-2015, 04:58 PM #6
Originally posted by Swaqq View Post
When you release a mod menu, do you just put it in the same thread as your old one? No. You make a new one. Consider this something like that.


More like:
If you make an update for a menu, would you post it in a different thread? No.
Because that's what you're doing.

You must login or register to view this content.
04-05-2015, 05:05 PM #7
Swaqq
Professional Thanker
Originally posted by Joren. View Post
More like:
If you make an update for a menu, would you post it in a different thread? No.
Because that's what you're doing.

You must login or register to view this content.


are you autistic? I said a new menu ex: Project Freedom V1 and V2 have 2 different threads. Also, I'm sure Project Memories V1 and V2 are also 2 different threads. And I'm sure people make different tools and make new threads for them. Im not updating something, Im releasing something.
04-05-2015, 07:11 PM #8
SC58
Former Staff
SV_AddTestClient is not a (void) in ghosts or AW, i would look at the ghosts pc pdb as most all the stuff is the same to AW
04-05-2015, 07:24 PM #9
Swaqq
Professional Thanker
Originally posted by SC58 View Post
SV_AddTestClient is not a (void) in ghosts or AW, i would look at the ghosts pc pdb as most all the stuff is the same to AW


oh, I was looking at the cod4 one.
04-05-2015, 07:31 PM #10
SC58
Former Staff
Originally posted by Swaqq View Post
oh, I was looking at the cod4 one.


If you going to post parameters with the function u need check and see if they change some do some don't :p

Copyright © 2025, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo