Post: C# Spawn Solid Models & Stairs to Heaven
07-08-2014, 03:54 PM #1
GMTPS3
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); This Community is realy fucked but i make my Release for People like: Mango_Knife, Seb, Bass_Haxor, xJoren Smile
Have Fun using this Smile

Big Thanks to Seb5594 Smile <3





    public static class Spawner
{
#region Read + Write

private static float[] ReadFloatLength(uint Offset, int Length)
{
byte[] buffer = new byte[Length * 4];
PS3.GetMemory(Offset, buffer);
ReverseBytes(buffer);
float[] Array = new float[Length];
for (int i = 0; i < Length; i++)
{
Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);
}
return Array;
}

private static void WriteByte(uint Offset, byte Byte)
{
byte[] buffer = new byte[1];
buffer[0] = Byte;
PS3.SetMemory(Offset, buffer);
}

private static void WriteFloatArray(uint Offset, float[] Array)
{
byte[] buffer = new byte[Array.Length * 4];
for (int Lenght = 0; Lenght < Array.Length; Lenght++)
{
ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);
}
PS3.SetMemory(Offset, buffer);
}

private static void WriteInt(uint Offset, int Value)
{
PS3.SetMemory(Offset, ReverseBytes(BitConverter.GetBytes(Value)));
}

private static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}

#endregion

public enum Bush : uint//I will seach for these and Release them Smile
{
CarePackage = 2,//com_plasticcase_friendly
Bomb = 3,//com_bomb_objective
Barrel = 11,//com_barrel_benzin
}

public static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Bush Index = Bush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);//G_Spawn
WriteFloatArray(Entity + 0x138, Origin);//Position
WriteFloatArray(Entity + 0x144, Angles);//Orientation
RPC.Call(0x01BEF5C, Entity, Model);//G_SetModel
RPC.Call(0x01B6F68, Entity); //SP_script_model
RPC.Call(0x002377B8, Entity);//SV_UnlinkEntity
WriteByte(Entity + 0x101, 4);
WriteInt(Entity + 0x8C, (int)Index);
RPC.Call(0x0022925C, Entity);//SV_SetBrushModel
RPC.Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}

public static float[] GetOrigin(uint Client)
{
return ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
}

public static float[] GetAngles(uint Client)
{
return ReadFloatLength(0x110a3d8 + (Client * 0x3980), 3);
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

private static uint[] STHIndexes;
public static void StairsToHeaven(uint Client, uint Stairs = 41, int Time = 200)//When you use STH you can Freeze dont make it to Fast 200 is Good time and dont to Much Staris 41 Stairs = 2 Rounds Smile
{
uint[] Index = new uint[Stairs];
float[] Origin = GetOrigin(Client);
float[] Angles = new float[3];
for (uint i = 0; i < Stairs; )
{
Index[i] = SolidModel(AnglesToForward(Origin, Angles, 60), Angles);
Angles[1] += 18;
Origin[2] += 10;
i++;
Thread.Sleep(Time);
}
STHIndexes = Index;
}

public static void RemoveSTH()
{
for (uint i = 0; i < STHIndexes.Length; i++)
PS3.SetMemory(STHIndexes[i] + 0xF, new byte[]{ 0x2});
}
}


Spawn a Create:
    
uint Client = Put Client Number here!;
float[] Origin = Spawner.AnglesToForward(Spawner.GetOrigin(Client), Spawner.GetAngles(Client),80);
Origin[2] += 40;//
Spawner.SolidModel(Origin, new float[] { 0, 0, 0 });


Spawn the Stairs to Heaven:
    
Spawner.StairsToHeaven(Put Client Number here!);


Remove the STH:
    Spawner.RemoveSTH();
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The following 24 users say thank you to GMTPS3 for this useful post:

-JM-, ▶DaOriginal209◀, Akaipwn, BaSs_HaXoR, FusionIsDaName, iifire, Joren, jwm614, kiwi_modz, LaRip8, Mango_Knife, moxl, nay1995, noobRus, RaGE_LoLo69, RTE, seanhellen, Swaqq, Laser, Fatality, xHostModer, xPAQz, xSyntheticPatch
07-08-2014, 03:57 PM #2
nay1995
The Master
quite ironic, i was just trying to make solid models spawn, i got the models to spawn but couldn't make them solid, cheers anyway.

The following user thanked nay1995 for this useful post:

GMTPS3
07-08-2014, 04:05 PM #3
Originally posted by GMTPS3 View Post
This Community is realy fucked but i make my Release for People like: Mango_Knife, Seb, Bass_Haxor, xJoren Smile
Have Fun using this Smile

Big Thanks to Seb5594 Smile <3





    public static class Spawner
{
#region Read + Write

private static float[] ReadFloatLength(uint Offset, int Length)
{
byte[] buffer = new byte[Length * 4];
PS3.GetMemory(Offset, buffer);
ReverseBytes(buffer);
float[] Array = new float[Length];
for (int i = 0; i < Length; i++)
{
Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);
}
return Array;
}

private static void WriteByte(uint Offset, byte Byte)
{
byte[] buffer = new byte[1];
buffer[0] = Byte;
PS3.SetMemory(Offset, buffer);
}

private static void WriteFloatArray(uint Offset, float[] Array)
{
byte[] buffer = new byte[Array.Length * 4];
for (int Lenght = 0; Lenght < Array.Length; Lenght++)
{
ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);
}
PS3.SetMemory(Offset, buffer);
}

private static void WriteInt(uint Offset, int Value)
{
PS3.SetMemory(Offset, ReverseBytes(BitConverter.GetBytes(Value)));
}

private static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}

#endregion

public enum Bush : uint//I will seach for these and Release them Smile
{
CarePackage = 2,
Bomb = 3,
}

public static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Bush Index = Bush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);//G_Spawn
WriteFloatArray(Entity + 0x138, Origin);//Position
WriteFloatArray(Entity + 0x144, Angles);//Orientation
RPC.Call(0x01BEF5C, Entity, Model);//G_SetModel
RPC.Call(0x01B6F68, Entity); //SP_script_model
RPC.Call(0x002377B8, Entity);//SV_UnlinkEntity
WriteByte(Entity + 0x101, 4);
WriteInt(Entity + 0x8C, (int)Index);
RPC.Call(0x0022925C, Entity);//SV_SetBrushModel
RPC.Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}

public static float[] GetOrigin(uint Client)
{
return ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
}

public static float[] GetAngles(uint Client)
{
return ReadFloatLength(0x110a3d8 + (Client * 0x3980), 3);
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

private static uint[] STHIndexes;
public static void StairsToHeaven(uint Client, uint Stairs = 41, int Time = 200)//When you use STH you can Freeze dont make it to Fast 200 is Good time and dont to Much Staris 41 Stairs = 2 Rounds Smile
{
uint[] Index = new uint[Stairs];
float[] Origin = GetOrigin(Client);
float[] Angles = new float[3];
for (uint i = 0; i < Stairs; )
{
Index[i] = SolidModel(AnglesToForward(Origin, Angles, 60), Angles);
Angles[1] += 18;
Origin[2] += 10;
i++;
Thread.Sleep(Time);
}
STHIndexes = Index;
}

public static void RemoveSTH()
{
for (uint i = 0; i < STHIndexes.Length; i++)
PS3.SetMemory(STHIndexes[i], new byte[0x280]);
}
}


Spawn a Create:
    
uint Client = Put Client Number here!;
float[] Origin = Spawner.AnglesToForward(Spawner.GetOrigin(Client), Spawner.GetAngles(Client),80);
Origin[2] += 40;//
Spawner.SolidModel(Origin, new float[] { 0, 0, 0 });


Spawn the Stairs to Heaven:
    
Spawner.StairsToHeaven(Put Client Number here!);


Remove the STH:
    Spawner.RemoveSTH();



Amazing mate! Me and alot of other people thank you for this! (even tho some retards wont say it) =3

The following user thanked Joren for this useful post:

GMTPS3
07-08-2014, 05:12 PM #4
Shit, Thx for Release dude !

The following user thanked RaGE_LoLo69 for this useful post:

GMTPS3
07-08-2014, 05:23 PM #5
Mango_Knife
In my man cave
Great release my friend Cool Man (aka Tustin)
07-08-2014, 07:50 PM #6
Cool thats fast, thx for sharing.

The following user thanked mrdarkblue for this useful post:

GMTPS3
07-09-2014, 08:43 AM #7
alter , nice

The following user thanked FusionIsDaName for this useful post:

GMTPS3
07-09-2014, 01:29 PM #8
kiwi_modz
I defeated!
Originally posted by GMTPS3 View Post
This Community is realy fucked but i make my Release for People like: Mango_Knife, Seb, Bass_Haxor, xJoren Smile
Have Fun using this Smile

Big Thanks to Seb5594 Smile <3





    public static class Spawner
{
#region Read + Write

private static float[] ReadFloatLength(uint Offset, int Length)
{
byte[] buffer = new byte[Length * 4];
PS3.GetMemory(Offset, buffer);
ReverseBytes(buffer);
float[] Array = new float[Length];
for (int i = 0; i < Length; i++)
{
Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);
}
return Array;
}

private static void WriteByte(uint Offset, byte Byte)
{
byte[] buffer = new byte[1];
buffer[0] = Byte;
PS3.SetMemory(Offset, buffer);
}

private static void WriteFloatArray(uint Offset, float[] Array)
{
byte[] buffer = new byte[Array.Length * 4];
for (int Lenght = 0; Lenght < Array.Length; Lenght++)
{
ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);
}
PS3.SetMemory(Offset, buffer);
}

private static void WriteInt(uint Offset, int Value)
{
PS3.SetMemory(Offset, ReverseBytes(BitConverter.GetBytes(Value)));
}

private static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}

#endregion

public enum Bush : uint//I will seach for these and Release them Smile
{
CarePackage = 2,
Bomb = 3,
}

public static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Bush Index = Bush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);//G_Spawn
WriteFloatArray(Entity + 0x138, Origin);//Position
WriteFloatArray(Entity + 0x144, Angles);//Orientation
RPC.Call(0x01BEF5C, Entity, Model);//G_SetModel
RPC.Call(0x01B6F68, Entity); //SP_script_model
RPC.Call(0x002377B8, Entity);//SV_UnlinkEntity
WriteByte(Entity + 0x101, 4);
WriteInt(Entity + 0x8C, (int)Index);
RPC.Call(0x0022925C, Entity);//SV_SetBrushModel
RPC.Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}

public static float[] GetOrigin(uint Client)
{
return ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
}

public static float[] GetAngles(uint Client)
{
return ReadFloatLength(0x110a3d8 + (Client * 0x3980), 3);
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

private static uint[] STHIndexes;
public static void StairsToHeaven(uint Client, uint Stairs = 41, int Time = 200)//When you use STH you can Freeze dont make it to Fast 200 is Good time and dont to Much Staris 41 Stairs = 2 Rounds Smile
{
uint[] Index = new uint[Stairs];
float[] Origin = GetOrigin(Client);
float[] Angles = new float[3];
for (uint i = 0; i < Stairs; )
{
Index[i] = SolidModel(AnglesToForward(Origin, Angles, 60), Angles);
Angles[1] += 18;
Origin[2] += 10;
i++;
Thread.Sleep(Time);
}
STHIndexes = Index;
}

public static void RemoveSTH()
{
for (uint i = 0; i < STHIndexes.Length; i++)
PS3.SetMemory(STHIndexes[i], new byte[0x280]);
}
}


Spawn a Create:
    
uint Client = Put Client Number here!;
float[] Origin = Spawner.AnglesToForward(Spawner.GetOrigin(Client), Spawner.GetAngles(Client),80);
Origin[2] += 40;//
Spawner.SolidModel(Origin, new float[] { 0, 0, 0 });


Spawn the Stairs to Heaven:
    
Spawner.StairsToHeaven(Put Client Number here!);


Remove the STH:
    Spawner.RemoveSTH();


Thanks alot this release is for me also. will come in very handy Smile

The following user thanked kiwi_modz for this useful post:

GMTPS3
07-10-2014, 01:48 PM #9
kiwi_modz
I defeated!
Originally posted by GMTPS3 View Post
This Community is realy fucked but i make my Release for People like: Mango_Knife, Seb, Bass_Haxor, xJoren Smile
Have Fun using this Smile

Big Thanks to Seb5594 Smile <3






    public static class Spawner
{
#region Read + Write

private static float[] ReadFloatLength(uint Offset, int Length)
{
byte[] buffer = new byte[Length * 4];
PS3.GetMemory(Offset, buffer);
ReverseBytes(buffer);
float[] Array = new float[Length];
for (int i = 0; i < Length; i++)
{
Array[i] = BitConverter.ToSingle(buffer, (Length - 1 - i) * 4);
}
return Array;
}

private static void WriteByte(uint Offset, byte Byte)
{
byte[] buffer = new byte[1];
buffer[0] = Byte;
PS3.SetMemory(Offset, buffer);
}

private static void WriteFloatArray(uint Offset, float[] Array)
{
byte[] buffer = new byte[Array.Length * 4];
for (int Lenght = 0; Lenght < Array.Length; Lenght++)
{
ReverseBytes(BitConverter.GetBytes(Array[Lenght])).CopyTo(buffer, Lenght * 4);
}
PS3.SetMemory(Offset, buffer);
}

private static void WriteInt(uint Offset, int Value)
{
PS3.SetMemory(Offset, ReverseBytes(BitConverter.GetBytes(Value)));
}

private static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}

#endregion

public enum Bush : uint//I will seach for these and Release them Smile
{
CarePackage = 2,//com_plasticcase_friendly
Bomb = 3,//com_bomb_objective
Barrel = 11,//com_barrel_benzin
}

public static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Bush Index = Bush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);//G_Spawn
WriteFloatArray(Entity + 0x138, Origin);//Position
WriteFloatArray(Entity + 0x144, Angles);//Orientation
RPC.Call(0x01BEF5C, Entity, Model);//G_SetModel
RPC.Call(0x01B6F68, Entity); //SP_script_model
RPC.Call(0x002377B8, Entity);//SV_UnlinkEntity
WriteByte(Entity + 0x101, 4);
WriteInt(Entity + 0x8C, (int)Index);
RPC.Call(0x0022925C, Entity);//SV_SetBrushModel
RPC.Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}

public static float[] GetOrigin(uint Client)
{
return ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
}

public static float[] GetAngles(uint Client)
{
return ReadFloatLength(0x110a3d8 + (Client * 0x3980), 3);
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

private static uint[] STHIndexes;
public static void StairsToHeaven(uint Client, uint Stairs = 41, int Time = 200)//When you use STH you can Freeze dont make it to Fast 200 is Good time and dont to Much Staris 41 Stairs = 2 Rounds Smile
{
uint[] Index = new uint[Stairs];
float[] Origin = GetOrigin(Client);
float[] Angles = new float[3];
for (uint i = 0; i < Stairs; )
{
Index[i] = SolidModel(AnglesToForward(Origin, Angles, 60), Angles);
Angles[1] += 18;
Origin[2] += 10;
i++;
Thread.Sleep(Time);
}
STHIndexes = Index;
}

public static void RemoveSTH()
{
for (uint i = 0; i < STHIndexes.Length; i++)
PS3.SetMemory(STHIndexes[i], new byte[0x280]);
}
}


Spawn a Create:
    
uint Client = Put Client Number here!;
float[] Origin = Spawner.AnglesToForward(Spawner.GetOrigin(Client), Spawner.GetAngles(Client),80);
Origin[2] += 40;//
Spawner.SolidModel(Origin, new float[] { 0, 0, 0 });


Spawn the Stairs to Heaven:
    
Spawner.StairsToHeaven(Put Client Number here!);


Remove the STH:
    Spawner.RemoveSTH();


Im trying to figure out how you did what you did in the video 0_o

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

FusionIsDaName, Turk_Warrior
07-10-2014, 03:30 PM #10
GMTPS3
Do a barrel roll!
Originally posted by ResistTheKiwi View Post
Im trying to figure out how you did what you did in the video 0_o

You mean the Model ? Happy xD

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