0x14432DF10 // Entry Stats PC
0x834DF62C // Entry Stats XBOX
0x0174D874 // Entry Stats PS3
+ 0x5D //Deaths
+ 0x9A //Suicides
+ 0x85 //Kills
+ 0x89 //Kill Streaks
+ 0x75 //Game Played
+ 0x8D //Losses
+ 0xD6 //Wins
+ 0xAE //Score
+ 0xCA //Time Played
+ 0x6D //Hits
+ 0x92 //Misses
+ 0x4C30 //Squad Points
+ 0x4F28 //Prestige
+ 0xFE6 //Rank Xp ( + 0x564 per Squad Player )
_________Classes
____________
+ 0xCC8 // Name
+ 0xCE2 // Primary Gun
+ 0xCDC // Camo Primary
+ 0xCEF // Secondary Gun
+ 0xCE9 // Camo Secondary
+ 0xCE3 // Accesoire Primary 1
+ 0xCE5 // Accesoire Primary 2
+ 0xCE7 // Accesoire Primary 3
+ 0xCF1 // Accesoire Secondary 1
+ 0xCF3 // Accesoire Secondary 2
+ 0xCF7 // Lethal Grenade
+ 0xCF9 // Tactical Grenade
+ 0xD0D // Killstreak 1
+ 0xD0F // Killstreak 2
+ 0xD11 // Killstreak 3
+ 0xD39 // Perk 1
+ 0xD3B // Perk 2
+ 0xD3D // Perk 3
(note: + 0x80 per class and + 0x4598 Private Match Class)
//------------Unlock All------------//
byte[] buffer = new byte[2] { 4, 4 };
uint Offset;
for (uint iO = 0x4300; iO < 0x4B00; iO += 0x0002)
{
Offset = EntryStats + iO;
Gz.SetMemory(Offset, buffer);
}
for (uint iO = 0x7700; iO < 0x7750; iO += 0x0002)
{
Offset = EntryStats + iO;
Gz.SetMemory(Offset, buffer);
}
//------------35 Perk in Every Class------------//
for (uint h = 0; h < 10; h++)
{
for (uint i = 0; i < 6; i++)
{
Gz.SetMemory(EntryStats + (h * 0x564) + (i * 0x80) + 0xD39, new byte[] { 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F });
}
}
//------------Minigun Every Class------------//
for (uint x = 0; x < 10; x++)
{
for (uint y = 0; y < 6; y++)
{
Gz.SetMemory(EntryStats + (x * 0x564) + (y * 0x80) + 0xCE2, new byte[] { 0x45 });
}
}
//------------Rank 60 All Suads------------//
for (uint c = 0; c < 10; c++)
{
Gz.SetMemory(EntryStats + (c * 0x564) + 0xFE8, new byte[] { 0xFF });
}
//------------Godmode in First Class------------//
byte[] GodValue1 = new byte[] { 0x5e, 0x31, 0x49, 0x6e, 0x76, 0x69, 0x63, 0x69, 0x62, 0x6c, 0x65, 0x20, 0x43, 0x6c, 0x61, 0x73, 0x73 };
byte[] GodValue2 = new byte[] { 0x11 };
byte[] GodValue3 = new byte[] { 0x2E };
byte[] GodValue4 = new byte[] { 0x33 };
byte[] GodValue5 = new byte[] { 0x2A };
byte[] GodValue6 = new byte[] { 0x6B };
for (uint Y = 0; Y < 10; Y++)
{
for (uint Z = 0; Z < 1; Z++)
{
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xCC8, GodValue1);
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xD02, GodValue2);
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xD1A, GodValue3);
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xD1C, GodValue4);
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xD1E, GodValue5);
XBOX.SetMemory(EntryStats + (Y * 0x564) + (Z * 0x80) + 0xD2A, GodValue6);
}
}
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