Post: Campaign Addresses - 1.19
12-14-2014, 08:15 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Here I 'Release' some adresses and offsets for 1.19 campaign (even though they probably don't update their t6_ps3f.self but ohwell here you go this is just some stuff I found while browsing

Addresses and offsets
    
Black Ops 2 - Campaign Offsets

G_LocalizedStringIndex = 0x25DCE4,
Scr_ConstructMessageString = 0x4425D8,
HEcmd_SetText = 0x211314,
G_HudElems = 0x11795E0, //Size = 0x88 just like MP
HudElem_Alloc = 0x20E540, //I think is hudelem alloc
Scr_ObjectError = 0x48A5A4,
Dvar_GetBool = 0x3AD0C8,//Not Correct
Cbuf_AddText = 0x315938,
SV_GameSendServerCommand = 0x342854,
G_MaterialIndex = 0x25DFA8,
G_Spawn = 0x260A54,
level_locals_t = 0x121C3CC,
LevelTime = level_locals_t + 0x16DA,
G_Entity = 0x122EB74,
Health = G_Entity + 0x1A1,
G_Client = 0x0135E988,
ButtonMonitoring = G_Client + 0x1A1C,
R_SetFrameFog = 0x5F01F8;



Hud Structure
    
union hudelem_color_t
{
struct
{
char r;
char g;
char b;
char a;
};
int rgba;
};

enum he_type_t
{
HE_TYPE_FREE = 0x0,
HE_TYPE_TEXT = 0x1,
HE_TYPE_VALUE = 0x2,
HE_TYPE_PLAYERNAME = 0x3,
HE_TYPE_MAPNAME = 0x4,
HE_TYPE_GAMETYPE = 0x5,
HE_TYPE_MATERIAL = 0x6,
HE_TYPE_TIMER_DOWN = 0x7,
HE_TYPE_TIMER_UP = 0x8,
HE_TYPE_TENTHS_TIMER_DOWN = 0x9,
HE_TYPE_TENTHS_TIMER_UP = 0xA,
HE_TYPE_CLOCK_DOWN = 0xB,
HE_TYPE_CLOCK_UP = 0xC,
HE_TYPE_WAYPOINT = 0xD,
HE_TYPE_COUNT = 0xE,
};
#define HUDELEMFLAG_FOREGROUND 0x1
#define HUDELEMFLAG_HIDEWHENDEAD 0x2
#define HUDELEMFLAG_HIDEWHENINMENU 0x4
#define HUDELEMFLAG_FONTSTYLE3D_SHADOWED 0x8
#define HUDELEMFLAG_FONTSTYLE3D_SHADOWEDMORE 0x10
#define HUDELEMFLAG_FONT3DUSEGLOWCOLOR 0x20
#define HUDELEMFLAG_HIDEWHENINKILLCAM 0x40
#define HUDELEMFLAG_FADEWHENTARGETED 0x100
#define HUDELEMFLAG_HIDEWHENINDEMO 0x200
#define HUDELEMFLAG_OVERRIDEWHENINDEMO 0x400
#define HUDELEMFLAG_HIDEWHILEREMOTECONTROLLING 0x800
#define HUDELEMFLAG_IMMUNETODEMOGAMEHUDSETTING 0x8000
#define HUDELEMFLAG_IMMUNETODEMOFREECAMERA 0x10000
struct hudelem_s
{
float x;
float y;
float z;
float fontScale;
float fromFontScale;
float fontScaleStartTime;
hudelem_color_t color;
hudelem_color_t fromColor;
int fadeStartTime;
int scaleStartTime;
float fromX;
float fromY;
int moveStartTime;
int time;
int duration;
int value;
int sort;
hudelem_color_t glowColor;
int fxBirthTime;
int flags;
short targetEntNum;
short fontscaleTime;
short fadeTime;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
he_type_t type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
bool ui3dWindow;
};
struct game_hudelem_s
{
hudelem_s elem;
int clientNum;
int team;
int archived;
};


Credits to Aero, craig and whoever for codresearch!
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The following 4 users say thank you to Black Panther for this useful post:

One, Chris, Jewels, makeabce
12-14-2014, 08:39 PM #2
Chris
Former Staff
Great job BlackPanther! Another great share from you, hope to see more soon.
12-28-2014, 07:05 PM #3
makeabce
I defeated!
Originally posted by Doctor
Here I 'Release' some adresses and offsets for 1.19 campaign (even though they probably don't update their t6_ps3f.self but ohwell here you go this is just some stuff I found while browsing

Addresses and offsets
    
Black Ops 2 - Campaign Offsets

G_LocalizedStringIndex = 0x25DCE4,
Scr_ConstructMessageString = 0x4425D8,
HEcmd_SetText = 0x211314,
G_HudElems = 0x11795E0, //Size = 0x88 just like MP
HudElem_Alloc = 0x20E540, //I think is hudelem alloc
Scr_ObjectError = 0x48A5A4,
Dvar_GetBool = 0x3AD0C8,//Not Correct
Cbuf_AddText = 0x315938,
SV_GameSendServerCommand = 0x342854,
G_MaterialIndex = 0x25DFA8,
G_Spawn = 0x260A54,
level_locals_t = 0x121C3CC,
LevelTime = level_locals_t + 0x16DA,
G_Entity = 0x122EB74,
Health = G_Entity + 0x1A1,
G_Client = 0x0135E988,
ButtonMonitoring = G_Client + 0x1A1C,
R_SetFrameFog = 0x5F01F8;



Hud Structure
    
union hudelem_color_t
{
struct
{
char r;
char g;
char b;
char a;
};
int rgba;
};

enum he_type_t
{
HE_TYPE_FREE = 0x0,
HE_TYPE_TEXT = 0x1,
HE_TYPE_VALUE = 0x2,
HE_TYPE_PLAYERNAME = 0x3,
HE_TYPE_MAPNAME = 0x4,
HE_TYPE_GAMETYPE = 0x5,
HE_TYPE_MATERIAL = 0x6,
HE_TYPE_TIMER_DOWN = 0x7,
HE_TYPE_TIMER_UP = 0x8,
HE_TYPE_TENTHS_TIMER_DOWN = 0x9,
HE_TYPE_TENTHS_TIMER_UP = 0xA,
HE_TYPE_CLOCK_DOWN = 0xB,
HE_TYPE_CLOCK_UP = 0xC,
HE_TYPE_WAYPOINT = 0xD,
HE_TYPE_COUNT = 0xE,
};
#define HUDELEMFLAG_FOREGROUND 0x1
#define HUDELEMFLAG_HIDEWHENDEAD 0x2
#define HUDELEMFLAG_HIDEWHENINMENU 0x4
#define HUDELEMFLAG_FONTSTYLE3D_SHADOWED 0x8
#define HUDELEMFLAG_FONTSTYLE3D_SHADOWEDMORE 0x10
#define HUDELEMFLAG_FONT3DUSEGLOWCOLOR 0x20
#define HUDELEMFLAG_HIDEWHENINKILLCAM 0x40
#define HUDELEMFLAG_FADEWHENTARGETED 0x100
#define HUDELEMFLAG_HIDEWHENINDEMO 0x200
#define HUDELEMFLAG_OVERRIDEWHENINDEMO 0x400
#define HUDELEMFLAG_HIDEWHILEREMOTECONTROLLING 0x800
#define HUDELEMFLAG_IMMUNETODEMOGAMEHUDSETTING 0x8000
#define HUDELEMFLAG_IMMUNETODEMOFREECAMERA 0x10000
struct hudelem_s
{
float x;
float y;
float z;
float fontScale;
float fromFontScale;
float fontScaleStartTime;
hudelem_color_t color;
hudelem_color_t fromColor;
int fadeStartTime;
int scaleStartTime;
float fromX;
float fromY;
int moveStartTime;
int time;
int duration;
int value;
int sort;
hudelem_color_t glowColor;
int fxBirthTime;
int flags;
short targetEntNum;
short fontscaleTime;
short fadeTime;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
he_type_t type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
bool ui3dWindow;
};
struct game_hudelem_s
{
hudelem_s elem;
int clientNum;
int team;
int archived;
};


Credits to Aero, craig and whoever for codresearch!


Nice. Smile You got any zombie addresses and the function address? Or does the multiplayer addresses work in zombies? dafuq

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