Post: C# Mystery Box
07-18-2014, 11:09 PM #1
GMTPS3
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys i made an MW3 Mystery Box it is working on All Maps please Report Bugs to Skype: xCSBKx Smile
Have Fun using this Stuff Needa

Changelog:
    
1.0.0 : Release
1.0.1 : Fixed Game Ending Freeze + Changeing Spawn Function Params + Removed the RPC.


Mystery Box Class

    
public static class MysteryBox
{
#region Variables
private static uint Weapon = 0;
private static uint[] MBIndexes = new uint[3];
private static string WeaponName = null;
private static Thread MBThread;
#endregion

#region Read + Write
private static string ReadString(uint Offset)
{
uint num = 0;
List<byte> List = new List<byte>();
while (true)
{
byte[] buffer = new byte[1];
PS3.GetMemory(Offset + num, buffer);
if (buffer[0] == 0)
{
return Encoding.UTF8.GetString(List.ToArray());
}
List.Add(buffer[0]);
num++;
}
}

private static float ReadFloat(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer, 0, 4);
return BitConverter.ToSingle(buffer, 0);
}

private static int ReadInt(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer);
int Value = BitConverter.ToInt32(buffer, 0);
return Value;
}

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

private static void WriteString(uint Offset, string Text)
{
byte[] buffer = Encoding.UTF8.GetBytes(Text);
Array.Resize(ref buffer, buffer.Length + 1);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteFloat(uint Offset, float Float)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Float).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
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)
{
byte[] buffer = BitConverter.GetBytes(Value);
Array.Reverse(buffer);
PS3.SetMemory(Offset, buffer);
}

private static void WriteUInt(uint Offset, uint Value)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Value).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}

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

#region RPC
private static uint func_address = 0x0277208;

private static void Enable()
{
byte[] Check = new byte[1];
PS3.GetMemory(func_address + 4, Check);
if (Check[0] == 0x3F)
{

}
else
{
byte[] PPC = new byte[]
{0x3F,0x80,0x10,0x05,0x81,0x9C,0,0x48,0x2C,0x0C,0, 0,0x41,0x82,0,0x78,
0x80,0x7C,0,0,0x80,0x9C,0,0x04,0x80,0xBC,0,0x08,0x80,0xDC,0,0x0C,0x80,
0xFC,0,0x10,0x81,0x1C,0,0x14,0x81,0x3C,0,0x18,0x81 ,0x5C,0,0x1C,0x81,
0x7C,0,0x20,0xC0,0x3C,0,0x24,0xC0,0x5C,0,0x28,0xC0 ,0x7C,0,0x2C,0xC0,
0x9C,0,0x30,0xC0,0xBC,0,0x34,0xC0,0xDC,0,0x38,0xC0 ,0xFC,0,0x3C,0xC1,
0x1C,0,0x40,0xC1,0x3C,0,0x44,0x7D,0x89,0x03,0xA6,0x4E,0x80,0x04,0x21,
0x38,0x80,0,0,0x90,0x9C,0,0x48,0x90,0x7C,0,0x4C,0xD0,0x3C,0,0x50,0x48,0,0,0x14};
PS3.SetMemory(func_address, new byte[] { 0x41 });
PS3.SetMemory(func_address + 4, PPC);
PS3.SetMemory(func_address, new byte[] { 0x40 });
}
}

private static int Call(uint address, params object[] parameters)
{
int length = parameters.Length;
int index = 0;
uint count = 0;
uint Strings = 0;
uint Single = 0;
uint Array = 0;
while (index < length)
{
if (parameters[index] is int)
{
WriteInt(0x10050000 + (count * 4), (int)parameters[index]);
count++;
}
else if (parameters[index] is uint)
{
WriteUInt(0x10050000 + (count * 4), (uint)parameters[index]);
count++;
}
else if (parameters[index] is byte)
{
WriteByte(0x10050000 + (count * 4), (byte)parameters[index]);
count++;
}
else
{
uint pointer;
if (parameters[index] is string)
{
pointer = 0x10052000 + (Strings * 0x400);
WriteString(pointer, Convert.ToString(parameters[index]));
WriteUInt(0x10050000 + (count * 4), (uint)pointer);
count++;
Strings++;
}
else if (parameters[index] is float)
{
WriteFloat(0x10050024 + (Single * 4), (float)parameters[index]);
Single++;
}
else if (parameters[index] is float[])
{
float[] Args = (float[])parameters[index];
pointer = 0x10051000 + Array * 4;
WriteFloatArray(pointer, Args);
WriteUInt(0x10050000 + count * 4, (uint)pointer);
count++;
Array += (uint)Args.Length;
}
}
index++;
}
WriteUInt(0x10050048, (uint)address);
Thread.Sleep(20);
return ReadInt(0x1005004c);
}

private static bool Dvar_GetBool(string DVAR)
{//0x00291060 - Dvar_GetBool(const char *dvarName)
bool State;
uint Value = (uint)Call(0x00291060, DVAR);
if (Value == 1)
State = true;
else
State = false;
return State;
}
#endregion

#region HUDS
private static uint Element(uint Index)
{
return 0xF0E10C + ((Index) * 0xB4);
}

private static uint StoreText(uint Index, decimal Client, string Text, int Font, float FontScale, int X, int Y, decimal R = 255, decimal G = 255, decimal B = 255, decimal A = 255, decimal R1 = 0, decimal G1 = 0, decimal B1 = 0, decimal A1 = 0)
{
uint elem = Element(Index);
WriteInt(elem + 0x84, Call(0x1BE6CC, Text));
WriteInt(elem + 0x24, Font);
WriteFloat(elem + 0x14, FontScale);
WriteFloat(elem + 0x4, X);
WriteFloat(elem + 0x8, Y);
PS3.SetMemory(elem + 0xa7, new byte[] { 7 });
PS3.SetMemory(elem + 0x30, new byte[] { (byte)R, (byte)G, (byte)B, (byte)A });
PS3.SetMemory(elem + 0x8C, new byte[] { (byte)R1, (byte)G1, (byte)B1, (byte)A1 });
WriteInt(elem + 0xA8, (int)Client);
System.Threading.Thread.Sleep(20);
WriteInt(elem, 1);
return elem;
}
#endregion

#region Functions
private enum Brush : uint
{
NULL = 0,
CarePackage = 2,
Bomb = 3,
}

private static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.CarePackage)
{
uint Entity = (uint)Call(0x01C058C);//G_Spawn
WriteFloatArray(Entity + 0x138, Origin);//Position
WriteFloatArray(Entity + 0x144, Angles);//Orientation
Call(0x01BEF5C, Entity, Model);//G_SetModel
Call(0x01B6F68, Entity); //SP_script_model
Call(0x002377B8, Entity);//SV_UnlinkEntity
WriteByte(Entity + 0x101, 4);
WriteByte(Entity + 0x8C + 3, (byte)Index);
Call(0x0022925C, Entity);//SV_SetBrushModel
Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}

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

private static string ChangeWeaponModel()
{
int Value = 0;
byte[] buffer = new byte[100];
PS3.GetMemory(0x8360d5, buffer);
System.Text.ASCIIEncoding Encoding = new System.Text.ASCIIEncoding();
string Map = Encoding.GetString(buffer).Split(Convert.ToChar(0x5c))[6];
if (Map == "mp_seatown" | Map == "mp_paris" |Map == "mp_plaza2" | Map == "mp_exchange" | Map == "mp_bootleg" | Map == "mp_alpha" | Map == "mp_village" | Map == "mp_bravo" | Map == "mp_courtyard_ss" | Map == "mp_aground_ss")
Value = -1;
else
Value = 0;

Random Random = new Random();
switch (Random.Next(1, 50))
{
case 1:
Weapon = (uint)Value + 4;
WeaponName = "Riotshield";
return "weapon_riot_shield_mp";
case 2:
Weapon = (uint)Value + 6;
WeaponName = ".44 Magnum";
return "weapon_44_magnum_iw5";
case 3:
Weapon = (uint)Value + 7;
WeaponName = "USP .45";
return "weapon_usp45_iw5";
case 4:
Weapon = (uint)Value + 9;
WeaponName = "Desert Eagle";
return "weapon_desert_eagle_iw5";
case 5:
Weapon = (uint)Value + 10;
WeaponName = "MP412";
return "weapon_mp412";
case 6:
Weapon = (uint)Value + 12;
WeaponName = "P99";
return "weapon_walther_p99_iw5";
case 7:
Weapon = (uint)Value + 13;
WeaponName = "Five-Seven";
return "weapon_fn_fiveseven_iw5";
case 8:
Weapon = (uint)Value + 14;
WeaponName = "FMG9";
return "weapon_fmg_iw5";
case 9:
Weapon = (uint)Value + 15;
WeaponName = "Skorpion";
return "weapon_skorpion_iw5";
case 10:
Weapon = (uint)Value + 16;
WeaponName = "MP9";
return "weapon_mp9_iw5";
case 11:
Weapon = (uint)Value + 17;
WeaponName = "G18";
return "weapon_g18_iw5";
case 12:
Weapon = (uint)Value + 18;
WeaponName = "MP5";
return "weapon_mp5_iw5";
case 13:
Weapon = (uint)Value + 19;
WeaponName = "PM-9";
return "weapon_uzi_m9_iw5";
case 14:
Weapon = (uint)Value + 20;
WeaponName = "P90";
return "weapon_p90_iw5";
case 15:
Weapon = (uint)Value + 21;
WeaponName = "PP90M1";
return "weapon_pp90m1_iw5";
case 16:
Weapon = (uint)Value + 22;
WeaponName = "UMP45";
return "weapon_ump45_iw5";
case 17:
Weapon = (uint)Value + 23;
WeaponName = "MP7";
return "weapon_mp7_iw5";
case 18:
Weapon = (uint)Value + 24;
WeaponName = "AK-47";
return "weapon_ak47_iw5";
case 19:
Weapon = (uint)Value + 25;
WeaponName = "M16A4";
return "weapon_m16_iw5";
case 20:
Weapon = (uint)Value + 26;
WeaponName = "M4A1";
return "weapon_m4_iw5";
case 21:
Weapon = (uint)Value + 27;
WeaponName = "FAD";
return "weapon_fad_iw5";
case 22:
Weapon = (uint)Value + 28;
WeaponName = "ACR 6.8";
return "weapon_remington_acr_iw5";
case 23:
Weapon = (uint)Value + 29;
WeaponName = "Typ 95";
return "weapon_type95_iw5";
case 24:
Weapon = (uint)Value + 30;
WeaponName = "MK14";
return "weapon_m14_iw5";
case 25:
Weapon = (uint)Value + 31;
WeaponName = "SCAR-L";
return "weapon_scar_iw5";
case 26:
Weapon = (uint)Value + 32;
WeaponName = "G36C";
return "weapon_g36_iw5";
case 27:
Weapon = (uint)Value + 33;
WeaponName = "CM901";
return "weapon_cm901";
case 28:
Weapon = (uint)Value + 35;
WeaponName = "M320 GLM";
return "weapon_m320_gl";
case 29:
Weapon = (uint)Value + 36;
WeaponName = "RPG-7";
return "weapon_rpg7";
case 30:
Weapon = (uint)Value + 37;
WeaponName = "SMAW";
return "weapon_smaw";
case 31:
Weapon = (uint)Value + 39;
WeaponName = "Javelin";
return "weapon_javelin";
case 32:
Weapon = (uint)Value + 40;
WeaponName = "XM25";
return "weapon_xm25";
case 33:
Weapon = (uint)Value + 12329;
WeaponName = "Dragunow";
return "weapon_dragunov_iw5";
case 34:
Weapon = (uint)Value + 12330;
WeaponName = "MSR";
return "weapon_remington_msr_iw5";
case 35:
Weapon = (uint)Value + 12331;
WeaponName = "BARRET KAL. .50";
return "weapon_m82_iw5";
case 36:
Weapon = (uint)Value + 12332;
WeaponName = "RSASS";
return "weapon_rsass_iw5";
case 37:
Weapon = (uint)Value + 12333;
WeaponName = "AS50";
return "weapon_as50_iw5";
case 38:
Weapon = (uint)Value + 12334;
WeaponName = "L118A";
return "weapon_l96a1_iw5";
case 39:
Weapon = (uint)Value + 47;
WeaponName = "KSG 12";
return "weapon_ksg_iw5";
case 40:
Weapon = (uint)Value + 48;
WeaponName = "MODELL 1887";
return "weapon_model1887";
case 41:
Weapon = (uint)Value + 49;
WeaponName = "STRIKER";
return "weapon_striker_iw5";
case 42:
Weapon = (uint)Value + 50;
WeaponName = "AA-12";
return "weapon_aa12_iw5";
case 43:
Weapon = (uint)Value + 51;
WeaponName = "USAS12";
return "weapon_usas12_iw5";
case 44:
Weapon = (uint)Value + 52;
WeaponName = "SPAS-12";
return "weapon_spas12_iw5";
case 45:
Weapon = (uint)Value + 54;
WeaponName = "M60E4";
return "weapon_m60_iw5";
case 46:
Weapon = (uint)Value + 17461;
WeaponName = "AUG";
return "weapon_steyr_digital";
case 47:
Weapon = (uint)Value + 55;
WeaponName = "MK46";
return "weapon_mk46_iw5";
case 48:
Weapon = (uint)Value + 56;
WeaponName = "PKP PECHENEG";
return "weapon_pecheneg_iw5";
case 49:
Weapon = (uint)Value + 57;
WeaponName = "L86 LSW";
return "weapon_sa80_iw5";
case 50:
Weapon = (uint)Value + 58;
WeaponName = "MG36";
return "weapon_mg36";
}
return null;
}

private static void MBFunction(float[] Origin, float[] Angles)
{
float[] BoxOrigin = Origin;
float WeaponZ1 = 0;
bool Running = false;
uint ClientUsing = 0, WeaponID = 0;
PS3.Connect();
Origin[2] += 16;
MBIndexes[0] = SolidModel(Origin, Angles, "com_plasticcase_trap_friendly");
MBIndexes[1] = SolidModel(new float[] { Origin[0], Origin[1], Origin[2] += 28 }, Angles, "");
MBIndexes[2] = SolidModel(new float[] { Origin[0] += -8, Origin[1], Origin[2] += -18 }, Angles, "weapon_ak47_iw5", Brush.NULL);
WeaponID = MBIndexes[2];
while (MBThread.IsAlive)
{
if (Dvar_GetBool("cl_ingame") == false)
{
MBThread.Abort();
for (uint i = 0; i < 3; i++)
PS3.SetMemory(MBIndexes[i], new byte[0x280]);
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
}
else
{
if (Running == false)
{
for (uint Client = 0; Client < 18; Client++)
{
if (ReadInt(0xFCA41D + (Client * 0x280)) > 0)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + Client, Client, "Press for a Random Weapon", 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * Client), Key);
if (Key[0] == 0x20)
{
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
float WeaponZ = Origin[2];
for (int i = 0; i < 37; i++)
{
WriteFloat(WeaponID + 0x20, WeaponZ += 0.7f);
if ((i / 2) * 2 == i)
{
WriteUInt(WeaponID + 0x58, (uint)Call(0x1BE7A8, ChangeWeaponModel()));
}
if (i == 36)
{
break;
}
WeaponZ1 = WeaponZ;
Thread.Sleep(100);
}
Running = true;
ClientUsing = Client;
break;
}
}
else
{
PS3.SetMemory(Element(500 + Client), new byte[0xB4]);
}
}
}
}
else
{
for (int i = 0; i < 37; i++)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (ClientUsing * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + ClientUsing, ClientUsing, "Press for " + WeaponName, 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * ClientUsing), Key);
if (Key[0] == 0x20)
{

if (ReadInt(0x0110a5f0 + (ClientUsing * 0x3980)) == ReadInt(0x0110a4fc + (ClientUsing * 0x3980)))
{
WriteUInt(0x0110a4fc + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a624 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a6a4 + (ClientUsing * 0x3980), Weapon);
}
else
{
WriteUInt(0x0110a4f4 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a68c + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a614 + (ClientUsing * 0x3980), Weapon);
}
WriteUInt(0x0110a5f0 + (ClientUsing * 0x3980), Weapon);
Call(0x18A29C, 0xFCA280 + (ClientUsing * 0x280), Weapon, "", 9999, 9999);
WriteFloat(WeaponID + 0x20, Origin[2]);
WriteUInt(WeaponID + 0x58, (uint)Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
else
{
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
else
{
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
Thread.Sleep(2000);
}
}
}
}
#endregion

public static void Spawn(float[] Origin, float Yaw)
{
Enable();
float[] Angles = new float[] { 0, Yaw, 0 };
ThreadStart Start = null;
Thread.Sleep(100);
if (Start == null)
{
Start = () => MBFunction(Origin, Angles);
}
MBThread = new Thread(Start);
MBThread.IsBackground = true;
MBThread.Start();
}

public static void DeleteMB()
{
MBThread.Abort();
for (uint i = 0; i < 3; i++)
PS3.SetMemory(MBIndexes[i], new byte[0x280]);
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
}
}



You must login or register to view this content.

Last edited by GMTPS3 ; 07-20-2014 at 03:04 PM.

The following 36 users say thank you to GMTPS3 for this useful post:

-JM-, /SneakerStreet/, Bucko, Curz, FusionIsDaName, Geo, hacking247, ImAzazel, iMoDz-Baptiste, iNDMx, jwm614, kainer wainer, kiwi_modz, Mango_Knife, MegaMister, moxl, mrdarkblue, noobRus, oStankyModz, ProGoHard, RaGE_LoLo69, RTE, sanzica, SC58, spicky, Sturmi :3, Swaqq, Swiss, TotalModzHD, Laser, Fatality, xProvXKiller, zIExceptiion, zRayz-
07-18-2014, 11:41 PM #2
EternalHabit
Former Staff
thats crazy, they don't even have this on mw2 rtm

The following user thanked EternalHabit for this useful post:

GMTPS3
07-19-2014, 12:21 AM #3
noobRus
Pokemon Trainer
Good stuff

The following user thanked noobRus for this useful post:

GMTPS3
07-19-2014, 12:27 AM #4
SC58
Former Staff
Originally posted by GMTPS3 View Post
Hey Guys i made an MW3 Mystery Box it is working on All Maps please Report Bugs to Skype: xCSBKx Smile
Have Fun using this Stuff Needa


Mystery Box Class

    
public static class MysteryBox
{
#region Variables
private static uint Weapon = 0;
private static uint[] MBIndexes = new uint[3];
private static string WeaponName = null;
private static Thread MBThread;
#endregion

#region Read + Write
private static string ReadString(uint Offset)
{
uint num = 0;
List<byte> List = new List<byte>();
while (true)
{
byte[] buffer = new byte[1];
PS3.GetMemory(Offset + num, buffer);
if (buffer[0] == 0)
{
return Encoding.UTF8.GetString(List.ToArray());
}
List.Add(buffer[0]);
num++;
}
}

private static float ReadFloat(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer, 0, 4);
return BitConverter.ToSingle(buffer, 0);
}

private static int ReadInt(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer);
int Value = BitConverter.ToInt32(buffer, 0);
return Value;
}

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

private static void WriteString(uint Offset, string Text)
{
byte[] buffer = Encoding.UTF8.GetBytes(Text);
Array.Resize(ref buffer, buffer.Length + 1);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteFloat(uint Offset, float Float)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Float).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteInt(uint Offset, int Value)
{
byte[] buffer = BitConverter.GetBytes(Value);
Array.Reverse(buffer);
PS3.SetMemory(Offset, buffer);
}

private static void WriteUInt(uint Offset, uint Value)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Value).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}
#endregion

#region RPC
private static uint func_address = 0x0277208;

private static void Enable()
{
byte[] Check = new byte[1];
PS3.GetMemory(func_address + 4, Check);
if (Check[0] == 0x3F)
{

}
else
{
byte[] PPC = new byte[]
{0x3F,0x80,0x10,0x05,0x81,0x9C,0,0x48,0x2C,0x0C,0, 0,0x41,0x82,0,0x78,
0x80,0x7C,0,0,0x80,0x9C,0,0x04,0x80,0xBC,0,0x08,0x 80,0xDC,0,0x0C,0x80,
0xFC,0,0x10,0x81,0x1C,0,0x14,0x81,0x3C,0,0x18,0x81 ,0x5C,0,0x1C,0x81,
0x7C,0,0x20,0xC0,0x3C,0,0x24,0xC0,0x5C,0,0x28,0xC0 ,0x7C,0,0x2C,0xC0,
0x9C,0,0x30,0xC0,0xBC,0,0x34,0xC0,0xDC,0,0x38,0xC0 ,0xFC,0,0x3C,0xC1,
0x1C,0,0x40,0xC1,0x3C,0,0x44,0x7D,0x89,0x03,0xA6,0 x4E,0x80,0x04,0x21,
0x38,0x80,0,0,0x90,0x9C,0,0x48,0x90,0x7C,0,0x4C,0x D0,0x3C,0,0x50,0x48,0,0,0x14};
PS3.SetMemory(func_address, new byte[] { 0x41 });
PS3.SetMemory(func_address + 4, PPC);
PS3.SetMemory(func_address, new byte[] { 0x40 });
}
}

private static int Call(uint address, params object[] parameters)
{
int length = parameters.Length;
int index = 0;
uint count = 0;
uint Strings = 0;
uint Single = 0;
uint Array = 0;
while (index < length)
{
if (parameters[index] is int)
{
WriteInt(0x10050000 + (count * 4), (int)parameters[index]);
count++;
}
else if (parameters[index] is uint)
{
WriteUInt(0x10050000 + (count * 4), (uint)parameters[index]);
count++;
}
else if (parameters[index] is byte)
{
WriteByte(0x10050000 + (count * 4), (byte)parameters[index]);
count++;
}
else
{
uint pointer;
if (parameters[index] is string)
{
pointer = 0x10052000 + (Strings * 0x400);
WriteString(pointer, Convert.ToString(parameters[index]));
WriteUInt(0x10050000 + (count * 4), (uint)pointer);
count++;
Strings++;
}
else if (parameters[index] is float)
{
WriteFloat(0x10050024 + (Single * 4), (float)parameters[index]);
Single++;
}
else if (parameters[index] is float[])
{
float[] Args = (float[])parameters[index];
pointer = 0x10051000 + Array * 4;
WriteFloatArray(pointer, Args);
WriteUInt(0x10050000 + count * 4, (uint)pointer);
count++;
Array += (uint)Args.Length;
}
}
index++;
}
WriteUInt(0x10050048, (uint)address);
Thread.Sleep(20);
return ReadInt(0x1005004c);
}
#endregion

#region HUDS
private static uint Element(uint Index)
{
return 0xF0E10C + ((Index) * 0xB4);
}

private static uint StoreText(uint Index, decimal Client, string Text, int Font, float FontScale, int X, int Y, decimal R = 255, decimal G = 255, decimal B = 255, decimal A = 255, decimal R1 = 0, decimal G1 = 0, decimal B1 = 0, decimal A1 = 0)
{
uint elem = Element(Index);
WriteInt(elem + 0x84, Call(0x1BE6CC, Text));
WriteInt(elem + 0x24, Font);
WriteFloat(elem + 0x14, FontScale);
WriteFloat(elem + 0x4, X);
WriteFloat(elem + 0x8, Y);
PS3.SetMemory(elem + 0xa7, new byte[] { 7 });
PS3.SetMemory(elem + 0x30, new byte[] { (byte)R, (byte)G, (byte)B, (byte)A });
PS3.SetMemory(elem + 0x8C, new byte[] { (byte)R1, (byte)G1, (byte)B1, (byte)A1 });
WriteInt(elem + 0xA8, (int)Client);
System.Threading.Thread.Sleep(20);
WriteInt(elem, 1);
return elem;
}
#endregion

#region Functions
private enum Brush : uint
{
NULL = 0,
CarePackage = 2,
Bomb = 3,
}

private static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.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);
WriteByte(Entity + 0x8C + 3, (byte)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);
}

private static string ChangeWeaponModel()
{
int Value = 0;
byte[] buffer = new byte[100];
PS3.GetMemory(0x8360d5, buffer);
System.Text.ASCIIEncoding Encoding = new System.Text.ASCIIEncoding();
string Map = Encoding.GetString(buffer).Split(Convert.ToChar(0x 5c))[6];
if (Map == "mp_seatown" | Map == "mp_plaza2" | Map == "mp_exchange" | Map == "mp_bootleg" | Map == "mp_alpha" | Map == "mp_village" | Map == "mp_bravo" | Map == "mp_courtyard_ss" | Map == "mp_aground_ss")
Value = -1;
else
Value = 0;

Random Random = new Random();
switch (Random.Next(1, 50))
{
case 1:
Weapon = (uint)Value + 4;
WeaponName = "Riotshield";
return "weapon_riot_shield_mp";
case 2:
Weapon = (uint)Value + 6;
WeaponName = ".44 Magnum";
return "weapon_44_magnum_iw5";
case 3:
Weapon = (uint)Value + 7;
WeaponName = "USP .45";
return "weapon_usp45_iw5";
case 4:
Weapon = (uint)Value + 9;
WeaponName = "Desert Eagle";
return "weapon_desert_eagle_iw5";
case 5:
Weapon = (uint)Value + 10;
WeaponName = "MP412";
return "weapon_mp412";
case 6:
Weapon = (uint)Value + 12;
WeaponName = "P99";
return "weapon_walther_p99_iw5";
case 7:
Weapon = (uint)Value + 13;
WeaponName = "Five-Seven";
return "weapon_fn_fiveseven_iw5";
case 8:
Weapon = (uint)Value + 14;
WeaponName = "FMG9";
return "weapon_fmg_iw5";
case 9:
Weapon = (uint)Value + 15;
WeaponName = "Skorpion";
return "weapon_skorpion_iw5";
case 10:
Weapon = (uint)Value + 16;
WeaponName = "MP9";
return "weapon_mp9_iw5";
case 11:
Weapon = (uint)Value + 17;
WeaponName = "G18";
return "weapon_g18_iw5";
case 12:
Weapon = (uint)Value + 18;
WeaponName = "MP5";
return "weapon_mp5_iw5";
case 13:
Weapon = (uint)Value + 19;
WeaponName = "PM-9";
return "weapon_uzi_m9_iw5";
case 14:
Weapon = (uint)Value + 20;
WeaponName = "P90";
return "weapon_p90_iw5";
case 15:
Weapon = (uint)Value + 21;
WeaponName = "PP90M1";
return "weapon_pp90m1_iw5";
case 16:
Weapon = (uint)Value + 22;
WeaponName = "UMP45";
return "weapon_ump45_iw5";
case 17:
Weapon = (uint)Value + 23;
WeaponName = "MP7";
return "weapon_mp7_iw5";
case 18:
Weapon = (uint)Value + 24;
WeaponName = "AK-47";
return "weapon_ak47_iw5";
case 19:
Weapon = (uint)Value + 25;
WeaponName = "M16A4";
return "weapon_m16_iw5";
case 20:
Weapon = (uint)Value + 26;
WeaponName = "M4A1";
return "weapon_m4_iw5";
case 21:
Weapon = (uint)Value + 27;
WeaponName = "FAD";
return "weapon_fad_iw5";
case 22:
Weapon = (uint)Value + 28;
WeaponName = "ACR 6.8";
return "weapon_remington_acr_iw5";
case 23:
Weapon = (uint)Value + 29;
WeaponName = "Typ 95";
return "weapon_type95_iw5";
case 24:
Weapon = (uint)Value + 30;
WeaponName = "MK14";
return "weapon_m14_iw5";
case 25:
Weapon = (uint)Value + 31;
WeaponName = "SCAR-L";
return "weapon_scar_iw5";
case 26:
Weapon = (uint)Value + 32;
WeaponName = "G36C";
return "weapon_g36_iw5";
case 27:
Weapon = (uint)Value + 33;
WeaponName = "CM901";
return "weapon_cm901";
case 28:
Weapon = (uint)Value + 35;
WeaponName = "M320 GLM";
return "weapon_m320_gl";
case 29:
Weapon = (uint)Value + 36;
WeaponName = "RPG-7";
return "weapon_rpg7";
case 30:
Weapon = (uint)Value + 37;
WeaponName = "SMAW";
return "weapon_smaw";
case 31:
Weapon = (uint)Value + 39;
WeaponName = "Javelin";
return "weapon_javelin";
case 32:
Weapon = (uint)Value + 40;
WeaponName = "XM25";
return "weapon_xm25";
case 33:
Weapon = (uint)Value + 12329;
WeaponName = "Dragunow";
return "weapon_dragunov_iw5";
case 34:
Weapon = (uint)Value + 12330;
WeaponName = "MSR";
return "weapon_remington_msr_iw5";
case 35:
Weapon = (uint)Value + 12331;
WeaponName = "BARRET KAL. .50";
return "weapon_m82_iw5";
case 36:
Weapon = (uint)Value + 12332;
WeaponName = "RSASS";
return "weapon_rsass_iw5";
case 37:
Weapon = (uint)Value + 12333;
WeaponName = "AS50";
return "weapon_as50_iw5";
case 38:
Weapon = (uint)Value + 12334;
WeaponName = "L118A";
return "weapon_l96a1_iw5";
case 39:
Weapon = (uint)Value + 47;
WeaponName = "KSG 12";
return "weapon_ksg_iw5";
case 40:
Weapon = (uint)Value + 48;
WeaponName = "MODELL 1887";
return "weapon_model1887";
case 41:
Weapon = (uint)Value + 49;
WeaponName = "STRIKER";
return "weapon_striker_iw5";
case 42:
Weapon = (uint)Value + 50;
WeaponName = "AA-12";
return "weapon_aa12_iw5";
case 43:
Weapon = (uint)Value + 51;
WeaponName = "USAS12";
return "weapon_usas12_iw5";
case 44:
Weapon = (uint)Value + 52;
WeaponName = "SPAS-12";
return "weapon_spas12_iw5";
case 45:
Weapon = (uint)Value + 54;
WeaponName = "M60E4";
return "weapon_m60_iw5";
case 46:
Weapon = (uint)Value + 17461;
WeaponName = "AUG";
return "weapon_steyr_digital";
case 47:
Weapon = (uint)Value + 55;
WeaponName = "MK46";
return "weapon_mk46_iw5";
case 48:
Weapon = (uint)Value + 56;
WeaponName = "PKP PECHENEG";
return "weapon_pecheneg_iw5";
case 49:
Weapon = (uint)Value + 57;
WeaponName = "L86 LSW";
return "weapon_sa80_iw5";
case 50:
Weapon = (uint)Value + 58;
WeaponName = "MG36";
return "weapon_mg36";
}
return null;
}

private static void MBFunction(float[] Origin, float[] Angles)
{
float[] BoxOrigin = Origin;
float WeaponZ1 = 0;
bool Running = false;
uint ClientUsing = 0, WeaponID = 0;
PS3.Connect();
Origin[2] += 16;
MBIndexes[0] = SolidModel(Origin, Angles, "com_plasticcase_trap_friendly");
MBIndexes[1] = SolidModel(new float[] { Origin[0], Origin[1], Origin[2] += 28 }, Angles, "");
MBIndexes[2] = SolidModel(new float[] { Origin[0] += -8, Origin[1], Origin[2] += -18 }, Angles, "weapon_ak47_iw5", Brush.NULL);
WeaponID = MBIndexes[2];
while (MBThread.IsAlive)
{
if (Running == false)
{
for (uint Client = 0; Client < 18; Client++)
{
if (ReadInt(0xFCA41D + (Client * 0x280)) > 0)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + Client, Client, "Press for a Random Weapon", 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * Client), Key);
if (Key[0] == 0x20)
{
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
float WeaponZ = Origin[2];
for (int i = 0; i < 37; i++)
{
WriteFloat(WeaponID + 0x20, WeaponZ += 0.7f);
if ((i / 2) * 2 == i)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, ChangeWeaponModel()));
}
if (i == 36)
{
break;
}
WeaponZ1 = WeaponZ;
Thread.Sleep(100);
}
Running = true;
ClientUsing = Client;
break;
}
}
else
{
PS3.SetMemory(Element(500 + Client), new byte[0xB4]);
}
}
}
}
else
{
for (int i = 0; i < 37; i++)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (ClientUsing * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + ClientUsing, ClientUsing, "Press for " + WeaponName, 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * ClientUsing), Key);
if (Key[0] == 0x20)
{

if (ReadInt(0x0110a5f0 + (ClientUsing * 0x3980)) == ReadInt(0x0110a4fc + (ClientUsing * 0x3980)))
{
WriteUInt(0x0110a4fc + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a624 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a6a4 + (ClientUsing * 0x3980), Weapon);
}
else
{
WriteUInt(0x0110a4f4 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a68c + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a614 + (ClientUsing * 0x3980), Weapon);
}
WriteUInt(0x0110a5f0 + (ClientUsing * 0x3980), Weapon);
Call(0x18A29C, 0xFCA280 + (ClientUsing * 0x280), Weapon, "", 9999, 9999);
WriteFloat(WeaponID + 0x20, Origin[2]);
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
else
{
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
else
{
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
Thread.Sleep(2000);
}
}
}
#endregion

public static void Spawn(float[] Origin, float[] Angles)
{
Enable();
ThreadStart Start = null;
Thread.Sleep(100);
if (Start == null)
{
Start = () => MBFunction(Origin, Angles);
}
MBThread = new Thread(Start);
MBThread.IsBackground = true;
MBThread.Start();
}

public static void DeleteMB()
{
MBThread.Abort();
for (uint i = 0; i < 3; i++)
PS3.SetMemory(MBIndexes[i], new byte[0x280]);
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
}
}



You must login or register to view this content.

Like and Subscribe Smile


Look buggy when going back in box, You should try doing it in .sprx or find out what u need to make it less buggy and morly like how gsc did it smooth

The following user thanked SC58 for this useful post:

GMTPS3
07-19-2014, 12:28 AM #5
SC58
Former Staff
Originally posted by xTurntUpLobbies View Post
thats crazy, they don't even have this on mw2 rtm


I posted the brush model for mw2, Plus this cna be done on every cod anything u see on one cod can be done on them all some wat

The following user thanked SC58 for this useful post:

GMTPS3
07-19-2014, 12:34 AM #6
GMTPS3
Do a barrel roll!
Originally posted by SC58 View Post
Look buggy when going back in box, You should try doing it in .sprx or find out what u need to make it less buggy and morly like how gsc did it smooth

I can make it Smoother Smile
07-19-2014, 12:35 AM #7
-JM-
Space Ninja
Originally posted by GMTPS3 View Post
Hey Guys i made an MW3 Mystery Box it is working on All Maps please Report Bugs to Skype: xCSBKx Smile
Have Fun using this Stuff Needa


Mystery Box Class

    
public static class MysteryBox
{
#region Variables
private static uint Weapon = 0;
private static uint[] MBIndexes = new uint[3];
private static string WeaponName = null;
private static Thread MBThread;
#endregion

#region Read + Write
private static string ReadString(uint Offset)
{
uint num = 0;
List<byte> List = new List<byte>();
while (true)
{
byte[] buffer = new byte[1];
PS3.GetMemory(Offset + num, buffer);
if (buffer[0] == 0)
{
return Encoding.UTF8.GetString(List.ToArray());
}
List.Add(buffer[0]);
num++;
}
}

private static float ReadFloat(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer, 0, 4);
return BitConverter.ToSingle(buffer, 0);
}

private static int ReadInt(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer);
int Value = BitConverter.ToInt32(buffer, 0);
return Value;
}

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

private static void WriteString(uint Offset, string Text)
{
byte[] buffer = Encoding.UTF8.GetBytes(Text);
Array.Resize(ref buffer, buffer.Length + 1);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteFloat(uint Offset, float Float)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Float).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteInt(uint Offset, int Value)
{
byte[] buffer = BitConverter.GetBytes(Value);
Array.Reverse(buffer);
PS3.SetMemory(Offset, buffer);
}

private static void WriteUInt(uint Offset, uint Value)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Value).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}
#endregion

#region RPC
private static uint func_address = 0x0277208;

private static void Enable()
{
byte[] Check = new byte[1];
PS3.GetMemory(func_address + 4, Check);
if (Check[0] == 0x3F)
{

}
else
{
byte[] PPC = new byte[]
{0x3F,0x80,0x10,0x05,0x81,0x9C,0,0x48,0x2C,0x0C,0, 0,0x41,0x82,0,0x78,
0x80,0x7C,0,0,0x80,0x9C,0,0x04,0x80,0xBC,0,0x08,0x 80,0xDC,0,0x0C,0x80,
0xFC,0,0x10,0x81,0x1C,0,0x14,0x81,0x3C,0,0x18,0x81 ,0x5C,0,0x1C,0x81,
0x7C,0,0x20,0xC0,0x3C,0,0x24,0xC0,0x5C,0,0x28,0xC0 ,0x7C,0,0x2C,0xC0,
0x9C,0,0x30,0xC0,0xBC,0,0x34,0xC0,0xDC,0,0x38,0xC0 ,0xFC,0,0x3C,0xC1,
0x1C,0,0x40,0xC1,0x3C,0,0x44,0x7D,0x89,0x03,0xA6,0 x4E,0x80,0x04,0x21,
0x38,0x80,0,0,0x90,0x9C,0,0x48,0x90,0x7C,0,0x4C,0x D0,0x3C,0,0x50,0x48,0,0,0x14};
PS3.SetMemory(func_address, new byte[] { 0x41 });
PS3.SetMemory(func_address + 4, PPC);
PS3.SetMemory(func_address, new byte[] { 0x40 });
}
}

private static int Call(uint address, params object[] parameters)
{
int length = parameters.Length;
int index = 0;
uint count = 0;
uint Strings = 0;
uint Single = 0;
uint Array = 0;
while (index < length)
{
if (parameters[index] is int)
{
WriteInt(0x10050000 + (count * 4), (int)parameters[index]);
count++;
}
else if (parameters[index] is uint)
{
WriteUInt(0x10050000 + (count * 4), (uint)parameters[index]);
count++;
}
else if (parameters[index] is byte)
{
WriteByte(0x10050000 + (count * 4), (byte)parameters[index]);
count++;
}
else
{
uint pointer;
if (parameters[index] is string)
{
pointer = 0x10052000 + (Strings * 0x400);
WriteString(pointer, Convert.ToString(parameters[index]));
WriteUInt(0x10050000 + (count * 4), (uint)pointer);
count++;
Strings++;
}
else if (parameters[index] is float)
{
WriteFloat(0x10050024 + (Single * 4), (float)parameters[index]);
Single++;
}
else if (parameters[index] is float[])
{
float[] Args = (float[])parameters[index];
pointer = 0x10051000 + Array * 4;
WriteFloatArray(pointer, Args);
WriteUInt(0x10050000 + count * 4, (uint)pointer);
count++;
Array += (uint)Args.Length;
}
}
index++;
}
WriteUInt(0x10050048, (uint)address);
Thread.Sleep(20);
return ReadInt(0x1005004c);
}
#endregion

#region HUDS
private static uint Element(uint Index)
{
return 0xF0E10C + ((Index) * 0xB4);
}

private static uint StoreText(uint Index, decimal Client, string Text, int Font, float FontScale, int X, int Y, decimal R = 255, decimal G = 255, decimal B = 255, decimal A = 255, decimal R1 = 0, decimal G1 = 0, decimal B1 = 0, decimal A1 = 0)
{
uint elem = Element(Index);
WriteInt(elem + 0x84, Call(0x1BE6CC, Text));
WriteInt(elem + 0x24, Font);
WriteFloat(elem + 0x14, FontScale);
WriteFloat(elem + 0x4, X);
WriteFloat(elem + 0x8, Y);
PS3.SetMemory(elem + 0xa7, new byte[] { 7 });
PS3.SetMemory(elem + 0x30, new byte[] { (byte)R, (byte)G, (byte)B, (byte)A });
PS3.SetMemory(elem + 0x8C, new byte[] { (byte)R1, (byte)G1, (byte)B1, (byte)A1 });
WriteInt(elem + 0xA8, (int)Client);
System.Threading.Thread.Sleep(20);
WriteInt(elem, 1);
return elem;
}
#endregion

#region Functions
private enum Brush : uint
{
NULL = 0,
CarePackage = 2,
Bomb = 3,
}

private static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.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);
WriteByte(Entity + 0x8C + 3, (byte)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);
}

private static string ChangeWeaponModel()
{
int Value = 0;
byte[] buffer = new byte[100];
PS3.GetMemory(0x8360d5, buffer);
System.Text.ASCIIEncoding Encoding = new System.Text.ASCIIEncoding();
string Map = Encoding.GetString(buffer).Split(Convert.ToChar(0x 5c))[6];
if (Map == "mp_seatown" | Map == "mp_plaza2" | Map == "mp_exchange" | Map == "mp_bootleg" | Map == "mp_alpha" | Map == "mp_village" | Map == "mp_bravo" | Map == "mp_courtyard_ss" | Map == "mp_aground_ss")
Value = -1;
else
Value = 0;

Random Random = new Random();
switch (Random.Next(1, 50))
{
case 1:
Weapon = (uint)Value + 4;
WeaponName = "Riotshield";
return "weapon_riot_shield_mp";
case 2:
Weapon = (uint)Value + 6;
WeaponName = ".44 Magnum";
return "weapon_44_magnum_iw5";
case 3:
Weapon = (uint)Value + 7;
WeaponName = "USP .45";
return "weapon_usp45_iw5";
case 4:
Weapon = (uint)Value + 9;
WeaponName = "Desert Eagle";
return "weapon_desert_eagle_iw5";
case 5:
Weapon = (uint)Value + 10;
WeaponName = "MP412";
return "weapon_mp412";
case 6:
Weapon = (uint)Value + 12;
WeaponName = "P99";
return "weapon_walther_p99_iw5";
case 7:
Weapon = (uint)Value + 13;
WeaponName = "Five-Seven";
return "weapon_fn_fiveseven_iw5";
case 8:
Weapon = (uint)Value + 14;
WeaponName = "FMG9";
return "weapon_fmg_iw5";
case 9:
Weapon = (uint)Value + 15;
WeaponName = "Skorpion";
return "weapon_skorpion_iw5";
case 10:
Weapon = (uint)Value + 16;
WeaponName = "MP9";
return "weapon_mp9_iw5";
case 11:
Weapon = (uint)Value + 17;
WeaponName = "G18";
return "weapon_g18_iw5";
case 12:
Weapon = (uint)Value + 18;
WeaponName = "MP5";
return "weapon_mp5_iw5";
case 13:
Weapon = (uint)Value + 19;
WeaponName = "PM-9";
return "weapon_uzi_m9_iw5";
case 14:
Weapon = (uint)Value + 20;
WeaponName = "P90";
return "weapon_p90_iw5";
case 15:
Weapon = (uint)Value + 21;
WeaponName = "PP90M1";
return "weapon_pp90m1_iw5";
case 16:
Weapon = (uint)Value + 22;
WeaponName = "UMP45";
return "weapon_ump45_iw5";
case 17:
Weapon = (uint)Value + 23;
WeaponName = "MP7";
return "weapon_mp7_iw5";
case 18:
Weapon = (uint)Value + 24;
WeaponName = "AK-47";
return "weapon_ak47_iw5";
case 19:
Weapon = (uint)Value + 25;
WeaponName = "M16A4";
return "weapon_m16_iw5";
case 20:
Weapon = (uint)Value + 26;
WeaponName = "M4A1";
return "weapon_m4_iw5";
case 21:
Weapon = (uint)Value + 27;
WeaponName = "FAD";
return "weapon_fad_iw5";
case 22:
Weapon = (uint)Value + 28;
WeaponName = "ACR 6.8";
return "weapon_remington_acr_iw5";
case 23:
Weapon = (uint)Value + 29;
WeaponName = "Typ 95";
return "weapon_type95_iw5";
case 24:
Weapon = (uint)Value + 30;
WeaponName = "MK14";
return "weapon_m14_iw5";
case 25:
Weapon = (uint)Value + 31;
WeaponName = "SCAR-L";
return "weapon_scar_iw5";
case 26:
Weapon = (uint)Value + 32;
WeaponName = "G36C";
return "weapon_g36_iw5";
case 27:
Weapon = (uint)Value + 33;
WeaponName = "CM901";
return "weapon_cm901";
case 28:
Weapon = (uint)Value + 35;
WeaponName = "M320 GLM";
return "weapon_m320_gl";
case 29:
Weapon = (uint)Value + 36;
WeaponName = "RPG-7";
return "weapon_rpg7";
case 30:
Weapon = (uint)Value + 37;
WeaponName = "SMAW";
return "weapon_smaw";
case 31:
Weapon = (uint)Value + 39;
WeaponName = "Javelin";
return "weapon_javelin";
case 32:
Weapon = (uint)Value + 40;
WeaponName = "XM25";
return "weapon_xm25";
case 33:
Weapon = (uint)Value + 12329;
WeaponName = "Dragunow";
return "weapon_dragunov_iw5";
case 34:
Weapon = (uint)Value + 12330;
WeaponName = "MSR";
return "weapon_remington_msr_iw5";
case 35:
Weapon = (uint)Value + 12331;
WeaponName = "BARRET KAL. .50";
return "weapon_m82_iw5";
case 36:
Weapon = (uint)Value + 12332;
WeaponName = "RSASS";
return "weapon_rsass_iw5";
case 37:
Weapon = (uint)Value + 12333;
WeaponName = "AS50";
return "weapon_as50_iw5";
case 38:
Weapon = (uint)Value + 12334;
WeaponName = "L118A";
return "weapon_l96a1_iw5";
case 39:
Weapon = (uint)Value + 47;
WeaponName = "KSG 12";
return "weapon_ksg_iw5";
case 40:
Weapon = (uint)Value + 48;
WeaponName = "MODELL 1887";
return "weapon_model1887";
case 41:
Weapon = (uint)Value + 49;
WeaponName = "STRIKER";
return "weapon_striker_iw5";
case 42:
Weapon = (uint)Value + 50;
WeaponName = "AA-12";
return "weapon_aa12_iw5";
case 43:
Weapon = (uint)Value + 51;
WeaponName = "USAS12";
return "weapon_usas12_iw5";
case 44:
Weapon = (uint)Value + 52;
WeaponName = "SPAS-12";
return "weapon_spas12_iw5";
case 45:
Weapon = (uint)Value + 54;
WeaponName = "M60E4";
return "weapon_m60_iw5";
case 46:
Weapon = (uint)Value + 17461;
WeaponName = "AUG";
return "weapon_steyr_digital";
case 47:
Weapon = (uint)Value + 55;
WeaponName = "MK46";
return "weapon_mk46_iw5";
case 48:
Weapon = (uint)Value + 56;
WeaponName = "PKP PECHENEG";
return "weapon_pecheneg_iw5";
case 49:
Weapon = (uint)Value + 57;
WeaponName = "L86 LSW";
return "weapon_sa80_iw5";
case 50:
Weapon = (uint)Value + 58;
WeaponName = "MG36";
return "weapon_mg36";
}
return null;
}

private static void MBFunction(float[] Origin, float[] Angles)
{
float[] BoxOrigin = Origin;
float WeaponZ1 = 0;
bool Running = false;
uint ClientUsing = 0, WeaponID = 0;
PS3.Connect();
Origin[2] += 16;
MBIndexes[0] = SolidModel(Origin, Angles, "com_plasticcase_trap_friendly");
MBIndexes[1] = SolidModel(new float[] { Origin[0], Origin[1], Origin[2] += 28 }, Angles, "");
MBIndexes[2] = SolidModel(new float[] { Origin[0] += -8, Origin[1], Origin[2] += -18 }, Angles, "weapon_ak47_iw5", Brush.NULL);
WeaponID = MBIndexes[2];
while (MBThread.IsAlive)
{
if (Running == false)
{
for (uint Client = 0; Client < 18; Client++)
{
if (ReadInt(0xFCA41D + (Client * 0x280)) > 0)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + Client, Client, "Press for a Random Weapon", 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * Client), Key);
if (Key[0] == 0x20)
{
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
float WeaponZ = Origin[2];
for (int i = 0; i < 37; i++)
{
WriteFloat(WeaponID + 0x20, WeaponZ += 0.7f);
if ((i / 2) * 2 == i)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, ChangeWeaponModel()));
}
if (i == 36)
{
break;
}
WeaponZ1 = WeaponZ;
Thread.Sleep(100);
}
Running = true;
ClientUsing = Client;
break;
}
}
else
{
PS3.SetMemory(Element(500 + Client), new byte[0xB4]);
}
}
}
}
else
{
for (int i = 0; i < 37; i++)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (ClientUsing * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + ClientUsing, ClientUsing, "Press for " + WeaponName, 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * ClientUsing), Key);
if (Key[0] == 0x20)
{

if (ReadInt(0x0110a5f0 + (ClientUsing * 0x3980)) == ReadInt(0x0110a4fc + (ClientUsing * 0x3980)))
{
WriteUInt(0x0110a4fc + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a624 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a6a4 + (ClientUsing * 0x3980), Weapon);
}
else
{
WriteUInt(0x0110a4f4 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a68c + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a614 + (ClientUsing * 0x3980), Weapon);
}
WriteUInt(0x0110a5f0 + (ClientUsing * 0x3980), Weapon);
Call(0x18A29C, 0xFCA280 + (ClientUsing * 0x280), Weapon, "", 9999, 9999);
WriteFloat(WeaponID + 0x20, Origin[2]);
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
else
{
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
else
{
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
Thread.Sleep(2000);
}
}
}
#endregion

public static void Spawn(float[] Origin, float[] Angles)
{
Enable();
ThreadStart Start = null;
Thread.Sleep(100);
if (Start == null)
{
Start = () => MBFunction(Origin, Angles);
}
MBThread = new Thread(Start);
MBThread.IsBackground = true;
MBThread.Start();
}

public static void DeleteMB()
{
MBThread.Abort();
for (uint i = 0; i < 3; i++)
PS3.SetMemory(MBIndexes[i], new byte[0x280]);
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
}
}



You must login or register to view this content.

Like and Subscribe Smile


Speechless too awesome

The following user thanked -JM- for this useful post:

GMTPS3
07-19-2014, 12:44 AM #8
TheSaltCracka
League Champion
Originally posted by GMTPS3 View Post
Hey Guys i made an MW3 Mystery Box it is working on All Maps please Report Bugs to Skype: xCSBKx Smile
Have Fun using this Stuff Needa


Mystery Box Class

    
public static class MysteryBox
{
#region Variables
private static uint Weapon = 0;
private static uint[] MBIndexes = new uint[3];
private static string WeaponName = null;
private static Thread MBThread;
#endregion

#region Read + Write
private static string ReadString(uint Offset)
{
uint num = 0;
List<byte> List = new List<byte>();
while (true)
{
byte[] buffer = new byte[1];
PS3.GetMemory(Offset + num, buffer);
if (buffer[0] == 0)
{
return Encoding.UTF8.GetString(List.ToArray());
}
List.Add(buffer[0]);
num++;
}
}

private static float ReadFloat(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer, 0, 4);
return BitConverter.ToSingle(buffer, 0);
}

private static int ReadInt(uint Offset)
{
byte[] buffer = new byte[4];
PS3.GetMemory(Offset, buffer);
Array.Reverse(buffer);
int Value = BitConverter.ToInt32(buffer, 0);
return Value;
}

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

private static void WriteString(uint Offset, string Text)
{
byte[] buffer = Encoding.UTF8.GetBytes(Text);
Array.Resize(ref buffer, buffer.Length + 1);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteFloat(uint Offset, float Float)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Float).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}

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

private static void WriteInt(uint Offset, int Value)
{
byte[] buffer = BitConverter.GetBytes(Value);
Array.Reverse(buffer);
PS3.SetMemory(Offset, buffer);
}

private static void WriteUInt(uint Offset, uint Value)
{
byte[] buffer = new byte[4];
BitConverter.GetBytes(Value).CopyTo(buffer, 0);
Array.Reverse(buffer, 0, 4);
PS3.SetMemory(Offset, buffer);
}
#endregion

#region RPC
private static uint func_address = 0x0277208;

private static void Enable()
{
byte[] Check = new byte[1];
PS3.GetMemory(func_address + 4, Check);
if (Check[0] == 0x3F)
{

}
else
{
byte[] PPC = new byte[]
{0x3F,0x80,0x10,0x05,0x81,0x9C,0,0x48,0x2C,0x0C,0, 0,0x41,0x82,0,0x78,
0x80,0x7C,0,0,0x80,0x9C,0,0x04,0x80,0xBC,0,0x08,0x 80,0xDC,0,0x0C,0x80,
0xFC,0,0x10,0x81,0x1C,0,0x14,0x81,0x3C,0,0x18,0x81 ,0x5C,0,0x1C,0x81,
0x7C,0,0x20,0xC0,0x3C,0,0x24,0xC0,0x5C,0,0x28,0xC0 ,0x7C,0,0x2C,0xC0,
0x9C,0,0x30,0xC0,0xBC,0,0x34,0xC0,0xDC,0,0x38,0xC0 ,0xFC,0,0x3C,0xC1,
0x1C,0,0x40,0xC1,0x3C,0,0x44,0x7D,0x89,0x03,0xA6,0 x4E,0x80,0x04,0x21,
0x38,0x80,0,0,0x90,0x9C,0,0x48,0x90,0x7C,0,0x4C,0x D0,0x3C,0,0x50,0x48,0,0,0x14};
PS3.SetMemory(func_address, new byte[] { 0x41 });
PS3.SetMemory(func_address + 4, PPC);
PS3.SetMemory(func_address, new byte[] { 0x40 });
}
}

private static int Call(uint address, params object[] parameters)
{
int length = parameters.Length;
int index = 0;
uint count = 0;
uint Strings = 0;
uint Single = 0;
uint Array = 0;
while (index < length)
{
if (parameters[index] is int)
{
WriteInt(0x10050000 + (count * 4), (int)parameters[index]);
count++;
}
else if (parameters[index] is uint)
{
WriteUInt(0x10050000 + (count * 4), (uint)parameters[index]);
count++;
}
else if (parameters[index] is byte)
{
WriteByte(0x10050000 + (count * 4), (byte)parameters[index]);
count++;
}
else
{
uint pointer;
if (parameters[index] is string)
{
pointer = 0x10052000 + (Strings * 0x400);
WriteString(pointer, Convert.ToString(parameters[index]));
WriteUInt(0x10050000 + (count * 4), (uint)pointer);
count++;
Strings++;
}
else if (parameters[index] is float)
{
WriteFloat(0x10050024 + (Single * 4), (float)parameters[index]);
Single++;
}
else if (parameters[index] is float[])
{
float[] Args = (float[])parameters[index];
pointer = 0x10051000 + Array * 4;
WriteFloatArray(pointer, Args);
WriteUInt(0x10050000 + count * 4, (uint)pointer);
count++;
Array += (uint)Args.Length;
}
}
index++;
}
WriteUInt(0x10050048, (uint)address);
Thread.Sleep(20);
return ReadInt(0x1005004c);
}
#endregion

#region HUDS
private static uint Element(uint Index)
{
return 0xF0E10C + ((Index) * 0xB4);
}

private static uint StoreText(uint Index, decimal Client, string Text, int Font, float FontScale, int X, int Y, decimal R = 255, decimal G = 255, decimal B = 255, decimal A = 255, decimal R1 = 0, decimal G1 = 0, decimal B1 = 0, decimal A1 = 0)
{
uint elem = Element(Index);
WriteInt(elem + 0x84, Call(0x1BE6CC, Text));
WriteInt(elem + 0x24, Font);
WriteFloat(elem + 0x14, FontScale);
WriteFloat(elem + 0x4, X);
WriteFloat(elem + 0x8, Y);
PS3.SetMemory(elem + 0xa7, new byte[] { 7 });
PS3.SetMemory(elem + 0x30, new byte[] { (byte)R, (byte)G, (byte)B, (byte)A });
PS3.SetMemory(elem + 0x8C, new byte[] { (byte)R1, (byte)G1, (byte)B1, (byte)A1 });
WriteInt(elem + 0xA8, (int)Client);
System.Threading.Thread.Sleep(20);
WriteInt(elem, 1);
return elem;
}
#endregion

#region Functions
private enum Brush : uint
{
NULL = 0,
CarePackage = 2,
Bomb = 3,
}

private static uint SolidModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.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);
WriteByte(Entity + 0x8C + 3, (byte)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);
}

private static string ChangeWeaponModel()
{
int Value = 0;
byte[] buffer = new byte[100];
PS3.GetMemory(0x8360d5, buffer);
System.Text.ASCIIEncoding Encoding = new System.Text.ASCIIEncoding();
string Map = Encoding.GetString(buffer).Split(Convert.ToChar(0x 5c))[6];
if (Map == "mp_seatown" | Map == "mp_plaza2" | Map == "mp_exchange" | Map == "mp_bootleg" | Map == "mp_alpha" | Map == "mp_village" | Map == "mp_bravo" | Map == "mp_courtyard_ss" | Map == "mp_aground_ss")
Value = -1;
else
Value = 0;

Random Random = new Random();
switch (Random.Next(1, 50))
{
case 1:
Weapon = (uint)Value + 4;
WeaponName = "Riotshield";
return "weapon_riot_shield_mp";
case 2:
Weapon = (uint)Value + 6;
WeaponName = ".44 Magnum";
return "weapon_44_magnum_iw5";
case 3:
Weapon = (uint)Value + 7;
WeaponName = "USP .45";
return "weapon_usp45_iw5";
case 4:
Weapon = (uint)Value + 9;
WeaponName = "Desert Eagle";
return "weapon_desert_eagle_iw5";
case 5:
Weapon = (uint)Value + 10;
WeaponName = "MP412";
return "weapon_mp412";
case 6:
Weapon = (uint)Value + 12;
WeaponName = "P99";
return "weapon_walther_p99_iw5";
case 7:
Weapon = (uint)Value + 13;
WeaponName = "Five-Seven";
return "weapon_fn_fiveseven_iw5";
case 8:
Weapon = (uint)Value + 14;
WeaponName = "FMG9";
return "weapon_fmg_iw5";
case 9:
Weapon = (uint)Value + 15;
WeaponName = "Skorpion";
return "weapon_skorpion_iw5";
case 10:
Weapon = (uint)Value + 16;
WeaponName = "MP9";
return "weapon_mp9_iw5";
case 11:
Weapon = (uint)Value + 17;
WeaponName = "G18";
return "weapon_g18_iw5";
case 12:
Weapon = (uint)Value + 18;
WeaponName = "MP5";
return "weapon_mp5_iw5";
case 13:
Weapon = (uint)Value + 19;
WeaponName = "PM-9";
return "weapon_uzi_m9_iw5";
case 14:
Weapon = (uint)Value + 20;
WeaponName = "P90";
return "weapon_p90_iw5";
case 15:
Weapon = (uint)Value + 21;
WeaponName = "PP90M1";
return "weapon_pp90m1_iw5";
case 16:
Weapon = (uint)Value + 22;
WeaponName = "UMP45";
return "weapon_ump45_iw5";
case 17:
Weapon = (uint)Value + 23;
WeaponName = "MP7";
return "weapon_mp7_iw5";
case 18:
Weapon = (uint)Value + 24;
WeaponName = "AK-47";
return "weapon_ak47_iw5";
case 19:
Weapon = (uint)Value + 25;
WeaponName = "M16A4";
return "weapon_m16_iw5";
case 20:
Weapon = (uint)Value + 26;
WeaponName = "M4A1";
return "weapon_m4_iw5";
case 21:
Weapon = (uint)Value + 27;
WeaponName = "FAD";
return "weapon_fad_iw5";
case 22:
Weapon = (uint)Value + 28;
WeaponName = "ACR 6.8";
return "weapon_remington_acr_iw5";
case 23:
Weapon = (uint)Value + 29;
WeaponName = "Typ 95";
return "weapon_type95_iw5";
case 24:
Weapon = (uint)Value + 30;
WeaponName = "MK14";
return "weapon_m14_iw5";
case 25:
Weapon = (uint)Value + 31;
WeaponName = "SCAR-L";
return "weapon_scar_iw5";
case 26:
Weapon = (uint)Value + 32;
WeaponName = "G36C";
return "weapon_g36_iw5";
case 27:
Weapon = (uint)Value + 33;
WeaponName = "CM901";
return "weapon_cm901";
case 28:
Weapon = (uint)Value + 35;
WeaponName = "M320 GLM";
return "weapon_m320_gl";
case 29:
Weapon = (uint)Value + 36;
WeaponName = "RPG-7";
return "weapon_rpg7";
case 30:
Weapon = (uint)Value + 37;
WeaponName = "SMAW";
return "weapon_smaw";
case 31:
Weapon = (uint)Value + 39;
WeaponName = "Javelin";
return "weapon_javelin";
case 32:
Weapon = (uint)Value + 40;
WeaponName = "XM25";
return "weapon_xm25";
case 33:
Weapon = (uint)Value + 12329;
WeaponName = "Dragunow";
return "weapon_dragunov_iw5";
case 34:
Weapon = (uint)Value + 12330;
WeaponName = "MSR";
return "weapon_remington_msr_iw5";
case 35:
Weapon = (uint)Value + 12331;
WeaponName = "BARRET KAL. .50";
return "weapon_m82_iw5";
case 36:
Weapon = (uint)Value + 12332;
WeaponName = "RSASS";
return "weapon_rsass_iw5";
case 37:
Weapon = (uint)Value + 12333;
WeaponName = "AS50";
return "weapon_as50_iw5";
case 38:
Weapon = (uint)Value + 12334;
WeaponName = "L118A";
return "weapon_l96a1_iw5";
case 39:
Weapon = (uint)Value + 47;
WeaponName = "KSG 12";
return "weapon_ksg_iw5";
case 40:
Weapon = (uint)Value + 48;
WeaponName = "MODELL 1887";
return "weapon_model1887";
case 41:
Weapon = (uint)Value + 49;
WeaponName = "STRIKER";
return "weapon_striker_iw5";
case 42:
Weapon = (uint)Value + 50;
WeaponName = "AA-12";
return "weapon_aa12_iw5";
case 43:
Weapon = (uint)Value + 51;
WeaponName = "USAS12";
return "weapon_usas12_iw5";
case 44:
Weapon = (uint)Value + 52;
WeaponName = "SPAS-12";
return "weapon_spas12_iw5";
case 45:
Weapon = (uint)Value + 54;
WeaponName = "M60E4";
return "weapon_m60_iw5";
case 46:
Weapon = (uint)Value + 17461;
WeaponName = "AUG";
return "weapon_steyr_digital";
case 47:
Weapon = (uint)Value + 55;
WeaponName = "MK46";
return "weapon_mk46_iw5";
case 48:
Weapon = (uint)Value + 56;
WeaponName = "PKP PECHENEG";
return "weapon_pecheneg_iw5";
case 49:
Weapon = (uint)Value + 57;
WeaponName = "L86 LSW";
return "weapon_sa80_iw5";
case 50:
Weapon = (uint)Value + 58;
WeaponName = "MG36";
return "weapon_mg36";
}
return null;
}

private static void MBFunction(float[] Origin, float[] Angles)
{
float[] BoxOrigin = Origin;
float WeaponZ1 = 0;
bool Running = false;
uint ClientUsing = 0, WeaponID = 0;
PS3.Connect();
Origin[2] += 16;
MBIndexes[0] = SolidModel(Origin, Angles, "com_plasticcase_trap_friendly");
MBIndexes[1] = SolidModel(new float[] { Origin[0], Origin[1], Origin[2] += 28 }, Angles, "");
MBIndexes[2] = SolidModel(new float[] { Origin[0] += -8, Origin[1], Origin[2] += -18 }, Angles, "weapon_ak47_iw5", Brush.NULL);
WeaponID = MBIndexes[2];
while (MBThread.IsAlive)
{
if (Running == false)
{
for (uint Client = 0; Client < 18; Client++)
{
if (ReadInt(0xFCA41D + (Client * 0x280)) > 0)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + Client, Client, "Press for a Random Weapon", 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * Client), Key);
if (Key[0] == 0x20)
{
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
float WeaponZ = Origin[2];
for (int i = 0; i < 37; i++)
{
WriteFloat(WeaponID + 0x20, WeaponZ += 0.7f);
if ((i / 2) * 2 == i)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, ChangeWeaponModel()));
}
if (i == 36)
{
break;
}
WeaponZ1 = WeaponZ;
Thread.Sleep(100);
}
Running = true;
ClientUsing = Client;
break;
}
}
else
{
PS3.SetMemory(Element(500 + Client), new byte[0xB4]);
}
}
}
}
else
{
for (int i = 0; i < 37; i++)
{
float[] PlayerOrigin = ReadFloatLength(0x110a29c + (ClientUsing * 0x3980), 3);
float X = PlayerOrigin[0] - BoxOrigin[0];
float Y = PlayerOrigin[1] - BoxOrigin[1];
float Z = PlayerOrigin[2] - (BoxOrigin[2] - 23);
float Distance = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
if (Distance < 50)
{
StoreText(500 + ClientUsing, ClientUsing, "Press for " + WeaponName, 7, 0.8f, 195, 300);
byte[] Key = new byte[1];
PS3.GetMemory(0x110D5E3 + (0x3980 * ClientUsing), Key);
if (Key[0] == 0x20)
{

if (ReadInt(0x0110a5f0 + (ClientUsing * 0x3980)) == ReadInt(0x0110a4fc + (ClientUsing * 0x3980)))
{
WriteUInt(0x0110a4fc + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a624 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a6a4 + (ClientUsing * 0x3980), Weapon);
}
else
{
WriteUInt(0x0110a4f4 + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a68c + (ClientUsing * 0x3980), Weapon);
WriteUInt(0x0110a614 + (ClientUsing * 0x3980), Weapon);
}
WriteUInt(0x0110a5f0 + (ClientUsing * 0x3980), Weapon);
Call(0x18A29C, 0xFCA280 + (ClientUsing * 0x280), Weapon, "", 9999, 9999);
WriteFloat(WeaponID + 0x20, Origin[2]);
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
else
{
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
else
{
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
WriteFloat(WeaponID + 0x20, WeaponZ1 += -0.7f);
if (i == 36)
{
WriteUInt(WeaponID + 0x58, (uint)RPC.Call(0x1BE7A8, "weapon_ak47_iw5"));
PS3.SetMemory(Element(500 + ClientUsing), new byte[0xB4]);
Running = false;
break;
}
Thread.Sleep(200);
}
}
Thread.Sleep(2000);
}
}
}
#endregion

public static void Spawn(float[] Origin, float[] Angles)
{
Enable();
ThreadStart Start = null;
Thread.Sleep(100);
if (Start == null)
{
Start = () => MBFunction(Origin, Angles);
}
MBThread = new Thread(Start);
MBThread.IsBackground = true;
MBThread.Start();
}

public static void DeleteMB()
{
MBThread.Abort();
for (uint i = 0; i < 3; i++)
PS3.SetMemory(MBIndexes[i], new byte[0x280]);
PS3.SetMemory(0xF0E10C + (500 * 0xB4), new byte[18 * 0xB4]);
}
}



You must login or register to view this content.

Like and Subscribe Smile


Holy shit, everything you did in this video was sexy. Especially that aimbot stare

The following user thanked TheSaltCracka for this useful post:

GMTPS3
07-19-2014, 12:50 AM #9
GMTPS3
Do a barrel roll!
Originally posted by TheSaltCracka View Post
Holy shit, everything you did in this video was sexy. Especially that aimbot stare

Its Nuke Bullets not Aimbot :P

The following user thanked GMTPS3 for this useful post:

TheSaltCracka
07-19-2014, 01:17 AM #10
TheSaltCracka
League Champion
Originally posted by GMTPS3 View Post
Its Nuke Bullets not Aimbot :P


Oh fancy :p

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo