Developed by the renown Tango Gameworks in 2017, The Evil Within 2 is a sequel to the video game The Evil Within. The game features mind blowing visuals and gameplay.
The Evil Within 2 is basically a survival game under the horror games genre. Players are given a third person perspective and are left to have an horrifying experience in the deadly game! The main character in the game which is controlled by the player is Sebastian Castellanos, who is a detective stepping into the Union World in order to save his beloved daughter named Lily.
The game features three modes based on difficulty levels, namely Casual, Survival, and Nightmare.
Players encounter and combat enemies using an arsenal of weapons. There is also ‘stealth’ which tactical players can use to cloak themselves and quietly sneak behind enemies to kill them. Sebastian’s abilities are divided into five different categories namely, health, stealth, combat, recovery and athleticism. Players can customize Sebastian’s abilities with the help of a green gel which they will find at several places during the gameplay. The game also allows the players to craft items and customize weapons.
This Evil Within 2 Cheat Table has a long list of awesome hacks to make your gameplay more adventurous and exciting. You can enter God Mode, use One Hit Kills, enjoy Rapid Fire mode, Slow Enemies, Teleport all enemies and many many more cheat codes. You can use no sway and no reload to get perfect shots while shooting combats. You can take advantage of infinite stamina, increase speed, and save position. Get all these advantages and many others too, just download the The Evil Within 2 cheat to get them all!
The Evil Within 2 Trainer Cheat Trainer Features
Main Script
The Evil Within 2 is basically a survival game under the horror games genre. Players are given a third person perspective and are left to have an horrifying experience in the deadly game! The main character in the game which is controlled by the player is Sebastian Castellanos, who is a detective stepping into the Union World in order to save his beloved daughter named Lily.
The game features three modes based on difficulty levels, namely Casual, Survival, and Nightmare.
Players encounter and combat enemies using an arsenal of weapons. There is also ‘stealth’ which tactical players can use to cloak themselves and quietly sneak behind enemies to kill them. Sebastian’s abilities are divided into five different categories namely, health, stealth, combat, recovery and athleticism. Players can customize Sebastian’s abilities with the help of a green gel which they will find at several places during the gameplay. The game also allows the players to craft items and customize weapons.
This Evil Within 2 Cheat Table has a long list of awesome hacks to make your gameplay more adventurous and exciting. You can enter God Mode, use One Hit Kills, enjoy Rapid Fire mode, Slow Enemies, Teleport all enemies and many many more cheat codes. You can use no sway and no reload to get perfect shots while shooting combats. You can take advantage of infinite stamina, increase speed, and save position. Get all these advantages and many others too, just download the The Evil Within 2 cheat to get them all!
The Evil Within 2 Trainer Cheat Trainer Features
- God Mode
- Infinite Stamina
- No Reload
- No Sway
- No Recoil Machine Gun
- Rapid Fire
- One Hit Kills
- Massive Item Pickup
- Instant Actions on Keypress E
- Decrease Speed
- Bow always tensioned
- Slow Enemies
- Restore Enemy Speed
- Increase Speed
- Restore Speed
- Save Position
- Load Position
- Undo Teleport
- Teleport all Enemies to last saved position
- Stealth
- REAL GOD MODE
Main Script
Main Script:
[ENABLE]
aobscanmodule(_SuperSpeed,TEW2.exe,F3 0F 10 B3 28 08 00 00 40) // should be unique
aobscanmodule(_BypassSpeedReset,TEW2.exe,C7 83 28 08 00 00 00 00 80 3F 48 8B CB F3) // should be unique
aobscanmodule(_SlowEnemys,TEW2.exe,F3 0F 59 B6 F0 01 00 00 48)
aobscanmodule(_Health,TEW2.exe,89 02 8B 81 90 4D 00 00)
aobscanmodule(_Stamina,TEW2.exe,0F 2F B3 E0 17 00 00) // Update
aobscanmodule(_Teleport,TEW2.exe,0F 28 98 20 01 00 00 0F 29 44)
aobscanmodule(_AmmoInClip,TEW2.exe,8B 77 10 4C 8B 41 08) // should be unique
aobscanmodule(_AmmoCrossbow,TEW2.exe,8B 40 10 3B C2)
aobscanmodule(_InstantActions,TEW2.exe,66 0F 6E BB 20 0B 00 00)
aobscanmodule(_MassiveItemPickup,TEW2.exe,8B 58 10 48 8B C8 E8 D6) //Update +++
aobscanmodule(_EnemyTele,TEW2.exe,0F 28 88 20 01 00 00 0F 29 4D) // should be unique
aobscanmodule(_BowTension,TEW2.exe,5C F3 0F 10 80 B0 00 00 00)
aobscanmodule(_OneHitKills,TEW2.exe,F3 0F 11 B1 54 22 00 00)//update
aobscanmodule(_OneHitKills2,TEW2.exe,F3 0F 11 B1 84 21 00 00)// update
aobscanmodule(_Keys,TEW2.exe,8B 50 08 48 8D 4F 20)
aobscanmodule(_RedGel,TEW2.exe,C4 2F 04 00 48 85 C0 74 08 8B 40 10 48 83 C4 28)//update
aobscanmodule(_GreenGeel,TEW2.exe,74 2F 04 00 48 85 C0 74 08 8B 40 10 48 83 C4 28)// update
aobscanmodule(_RapidFire,TEW2.exe,F3 0F 10 83 78 5E 00 00 0F 2F)// update
aobscanmodule(_MobiusAgent,TEW2.exe,F3 0F 10 81 CC 0B 00 00)//update
aobscanmodule(_WeaponStructure,TEW2.exe,48 8B 8B 30 5E 00 00 E8 D4)//update
aobscanmodule(_RecoilBase,TEW2.exe,F3 0F 59 AF F8 02 00 00)
aobscanmodule(_WeaponSway,TEW2.exe,F3 0F 59 83 6C 02 00 00)
aobscanmodule(_NoRecoil,TEW2.exe,F3 0F 10 B7 FC 02 00 00)
alloc(newmemEnemyTele,$1000,TEW2.exe)
alloc(newmemMassive,$1000,TEW2.exe)
alloc(newmemInstantActions,$1000,TEW2.exe)
alloc(newmemCrossbow,$1000,TEW2.exe)
alloc(newmemAmmo,$1000,TEW2.exe)
alloc(newmemStamina,$1000,TEW2.exe)
alloc(newmemHealth,$1000,TEW2.exe)
alloc(newmem,$1000,TEW2.exe)
alloc(newmemEnemySpeed,$1000,TEW2.exe)
alloc(newmemTP,$1000,TEW2.exe)
alloc(newmemBowTension,$1000,TEW2.exe)
alloc(newmemOneHit,$1000,TEW2.exe)
alloc(newmemOneHit2,$1000,TEW2.exe)
alloc(newmemKeys,$1000,TEW2.exe)
alloc(newmemRedGel,$1000,TEW2.exe)
alloc(newmemGreenGeel,$1000,TEW2.exe)
alloc(newmemRapid,$1000,TEW2.exe)
alloc(newmemMobius,$1000,TEW2.exe)
alloc(newmemWeaponS,$1000,TEW2.exe)
alloc(newmemRecoilBase,$1000,TEW2.exe)
alloc(newmemWeaponSway,$1000,TEW2.exe)
alloc(newmemNoRecoil,$1000,TEW2.exe)
alloc(_enableUnlStamina,8)
alloc(_enableGodMode,8)
alloc(_increaseSpeed,8)
alloc(_decreaseSpeed,8)
alloc(_restoreSpeed,8)
alloc(_ValueToAdd,8)
alloc(_playerPointer,8)
alloc(_SlowEnemySpeed,8)
alloc(_RestoreEnemySpeed,8)
alloc(_SavePosition,8)
alloc(_LoadPosition,8)
alloc(_UndoTeleport,8)
alloc(_base,8)
alloc(_X_Coord,8)
alloc(_Y_Coord,8)
alloc(_Z_Coord,8)
alloc(_X_Coord_Undo,8)
alloc(_Y_Coord_Undo,8)
alloc(_Z_Coord_Undo,8)
alloc(_NoReload,8)
alloc(_enableInstantActions,8)
alloc(_enableMassivePickup,8)
alloc(_enableEnemyOPK,8)
alloc(_enableBowalwaysTensioned,8)
alloc(_enableOhk,8)
alloc(_pKeys,8)
alloc(_pRedGel,8)
alloc(_pGreenGel,8)
alloc(_enableRapidFire,8)
alloc(_pMobiusAgentHealth,8)
alloc(_pWeaponStructure,8)
alloc(_pRecoilBase,8)
alloc(_enableNoSway,8)
alloc(_enableNoRecoil,8)
registersymbol(_SuperSpeed)
registersymbol(_increaseSpeed)
registersymbol(_decreaseSpeed)
registersymbol(_restoreSpeed)
registersymbol(_ValueToAdd)
registersymbol(_playerPointer)
registersymbol(_BypassSpeedReset)
registersymbol(_SlowEnemySpeed)
registersymbol(_RestoreEnemySpeed)
registersymbol(_SlowEnemys)
registersymbol(_Health)
registersymbol(_enableGodMode)
registersymbol(_Stamina)
registersymbol(_enableUnlStamina)
registersymbol(_Teleport)
registersymbol(_SavePosition)
registersymbol(_LoadPosition)
registersymbol(_UndoTeleport)
registersymbol(_X_Coord)
registersymbol(_Y_Coord)
registersymbol(_Z_Coord)
registersymbol(_X_Coord_Undo)
registersymbol(_Y_Coord_Undo)
registersymbol(_Z_Coord_Undo)
registersymbol(_base)
registersymbol(_AmmoInClip)
registersymbol(_NoReload)
registersymbol(_AmmoCrossbow)
registersymbol(_InstantActions)
registersymbol(_enableInstantActions)
registersymbol(_MassiveItemPickup)
registersymbol(_enableMassivePickup)
registersymbol(_EnemyTele)
registersymbol(_enableEnemyOPK)
registersymbol(_BowTension)
registersymbol(_enableBowalwaysTensioned)
registersymbol(_OneHitKills)
registersymbol(_enableOhk)
registersymbol(_OneHitKills2)
registersymbol(_Keys)
registersymbol(_pKeys)
registersymbol(_RedGel)
registersymbol(_pRedGel)
registersymbol(_GreenGeel)
registersymbol(_pGreenGel)
registersymbol(_RapidFire)
registersymbol(_enableRapidFire)
registersymbol(_MobiusAgent)
registersymbol(_pMobiusAgentHealth)
registersymbol(_pWeaponStructure)
registersymbol(_WeaponStructure)
registersymbol(_pRecoilBase)
registersymbol(_RecoilBase)
registersymbol(_enableNoSway)
registersymbol(_WeaponSway)
registersymbol(_enableNoRecoil)
registersymbol(_NoRecoil)
label(code)
label(return)
label(increaseSpeed)
label(decreaseSpeed)
label(restoreSpeed)
label(codeEnemySpeed)
label(returnEnemySpeed)
label(Restore)
label(codeHealth)
label(returnHealth)
label(codeStamina)
label(returnStamina)
label(returnTP)
label(Save)
label(Load)
label(Undo)
label(codeTP)
label(codeAmmo)
label(returnAmmo)
label(codeCrossbow)
label(returnCrossbow)
label(codeInstantActions)
label(returnInstantActions)
label(codeMassive)
label(returnMassive)
label(codeEnemyTele)
label(returnEnemyTele)
label(codeBowTension)
label(returnBowTension)
label(codeOneHit)
label(returnOneHit)
label(codeOneHit2)
label(returnOneHit2)
label(codeKeys)
label(returnKeys)
label(codeRedGel)
label(returnRedGel)
label(codeGreenGeel)
label(returnGreenGeel)
label(codeRapid)
label(returnRapid)
label(codeMobius)
label(returnMobius)
label(GetHealth)
label(codeWeaponS)
label(returnWeaponS)
label(codeRecoilBase)
label(returnRecoilBase)
label(codeWeaponSway)
label(returnWeaponSway)
label(codeNoRecoil)
label(returnNoRecoil)
newmem:
push rbx
mov [_playerPointer],rbx
pop rbx
cmp byte ptr [_increaseSpeed],1
je increaseSpeed
cmp byte ptr [_decreaseSpeed],1
je decreaseSpeed
cmp byte ptr [_restoreSpeed],1
je restoreSpeed
jmp code
increaseSpeed:
mov byte ptr [_increaseSpeed],0
fld [rbx+00000828]
fld [_ValueToAdd]
faddp
fstp [rbx+00000828]
jmp code
decreaseSpeed:
mov byte ptr [_decreaseSpeed],0
fld [rbx+00000828]
fld [_ValueToAdd]
fsubp
fstp [rbx+00000828]
jmp code
restoreSpeed:
mov byte ptr [_restoreSpeed],0
mov dword ptr [rbx+00000828],(float)1
jmp code
code:
movss xmm6,[rbx+00000828]
jmp return
_BypassSpeedReset:
db 90 90 90 90 90 90 90 90 90 90
newmemEnemySpeed:
cmp r8,0
je codeEnemySpeed
cmp byte ptr [_SlowEnemySpeed],1
jne Restore
mov [rsi+000001F0],(float)0.1
cmp byte ptr [_RestoreEnemySpeed],1
je Restore
jmp codeEnemySpeed
Restore:
mov byte ptr [_SlowEnemySpeed],0
mov [rsi+000001F0],(float)1
codeEnemySpeed:
mulss xmm6,[rsi+000001F0]
jmp returnEnemySpeed
newmemHealth:
cmp byte ptr [_enableGodMode],1
jne codeHealth
mov [rdx-78],(float)9999 // -78 = BC0
mov [rdx-74],(float)9999 // -74 = BC4
codeHealth:
mov [rdx],eax
mov eax,[rcx+00004D90]
jmp returnHealth
newmemStamina:
cmp byte ptr [_enableUnlStamina],1
jne codeStamina
mov dword ptr [rbx+000017E0],(float)10
codeStamina:
// comiss xmm6,[rbx+000017D8]
comiss xmm6,[rbx+000017E0]
jmp returnStamina
newmemTP:
{
0C - 3238068480 int
Ac - 2139095022 int
108 -2147483648 int - 0 enemy
10C -2147483648 int - 0 enemy
110 -2147483648 int - 0 enemy
12C - 847190082 int - 0 enemy
1b8 - 1065353216 int - 0 enemy
1e0 - 4294967295 int - 0 enemy
1e8 - 2233 int - 0 enemy
3FC - 1040907417 int - 0 enemy
410 - 3438141104 int - 0 enemy
7E8 - 15891 int - 0 enemy
9EC - 805317347 int - 0 enemy
9FC - 1065353216 int - 0 enemy
E9C - 1065353216 int - 0 enemy
EFC - 805364304 int - 0 enemy
}
cmp dword ptr [rax+0C],(int)3238068480
jne codeTP
push rax
mov [_base],rax
pop rax
cmp byte ptr [_SavePosition],1
je Save
cmp byte ptr [_LoadPosition],1
je Load
cmp byte ptr [_UndoTeleport],1
je Undo
jmp codeTP
Save:
mov byte ptr [_SavePosition],0
movss xmm1,[rax+00000120] // X
movss [_X_Coord],xmm1
movss xmm1,[rax+00000124] // y
movss [_Z_Coord],xmm1
movss xmm1,[rax+00000128] // z
movss [_Y_Coord],xmm1
jmp codeTP
Load:
mov byte ptr [_LoadPosition],0
// Save Position again for Undo
movss xmm3,[rax+00000120]
movss [_X_Coord_Undo],xmm3
movss xmm3,[rax+00000124]
movss [_Z_Coord_Undo],xmm3
movss xmm3,[rax+00000128]
movss [_Y_Coord_Undo],xmm3
// Load Part
movss xmm1,[_X_Coord]
movss [rax+00000120],xmm1
movss xmm1,[_Z_Coord]
movss [rax+00000124],xmm1
movss xmm1,[_Y_Coord]
movss [rax+00000128],xmm1
jmp codeTP
Undo:
mov byte ptr [_UndoTeleport],0
movss xmm1,[_X_Coord_Undo]
movss [rax+00000120],xmm1
movss xmm1,[_Z_Coord_Undo]
movss [rax+00000124],xmm1
movss xmm1,[_Y_Coord_Undo]
movss [rax+00000128],xmm1
jmp codeTP
codeTP:
movaps xmm3,[rax+00000120]
jmp returnTP
newmemAmmo:
cmp byte ptr [_NoReload],1
jne codeAmmo
mov [rdi+10],#999
codeAmmo:
mov esi,[rdi+10]
mov r8,[rcx+08]
jmp returnAmmo
newmemCrossbow:
cmp byte ptr [_NoReload],1
jne codeCrossbow
mov dword ptr [rax+10],#999
codeCrossbow:
mov eax,[rax+10]
cmp eax,edx
jmp returnCrossbow
newmemInstantActions:
cmp byte ptr [_enableInstantActions],1
jne codeInstantActions
mov [rbx+00000B20],#100
codeInstantActions:
movd xmm7,[rbx+00000B20]
jmp returnInstantActions
newmemMassive:
cmp byte ptr [_enableMassivePickup],1
jne codeMassive
cmp r9,10 // Keys
je codeMassive
cmp r9,F // Axes
{je codeMassive
cmp r9,18 // Iron bar
je codeMassive}
add dword ptr [rax+10],#998
jmp codeMassive
codeMassive:
mov ebx,[rax+10]
mov rcx,rax
jmp returnMassive
newmemEnemyTele:
cmp dword ptr [rax+0C],(int)3238068480
je codeEnemyTele
cmp dword ptr [_enableEnemyOPK],1
jne codeEnemyTele
movss xmm8,[_X_Coord]
movss [rax+00000120],xmm8
movss xmm8,[_Y_Coord]
movss [rax+00000128],xmm8
movss xmm8,[_Z_Coord]
movss [rax+00000124],xmm8
codeEnemyTele:
movaps xmm1,[rax+00000120]
jmp returnEnemyTele
newmemBowTension:
cmp byte ptr [_enableBowalwaysTensioned],1
jne codeBowTension
mov [rax+000000B0],(float)2
codeBowTension:
movss xmm0,[rax+000000B0]
jmp returnBowTension
newmemOneHit:
cmp byte ptr [_enableOhk],1
jne codeOneHit
mov [rcx+00002254],(float)1
jmp returnOneHit
codeOneHit:
//movss [rcx+0000224C],xmm6 +8 Bytes
movss [rcx+00002254],xmm6
jmp returnOneHit
newmemOneHit2:
cmp byte ptr [_enableOhk],1
jne codeOneHit2
mov [rcx+00002184],0
jmp returnOneHit2
codeOneHit2:
// movss [rcx+0000217C],xmm6 + 8 Bytes
movss [rcx+00002184],xmm6
jmp returnOneHit2
newmemKeys:
mov [_pKeys],rax
codeKeys:
mov edx,[rax+08]
lea rcx,[rdi+20]
jmp returnKeys
newmemRedGel:
push rax
mov [_pRedGel],rax
codeRedGel:
pop rax
mov eax,[rax+10]
add rsp,28
jmp returnRedGel
newmemGreenGeel:
push rax
mov [_pGreenGel],rax
codeGreenGeel:
pop rax
mov eax,[rax+10]
add rsp,28
jmp returnGreenGeel
newmemRapid:
cmp byte ptr [_enableRapidFire],1
jne codeRapid
mov [rbx+00005E78],(float)-1
codeRapid:
// movss xmm0,[rbx+00005E70]
movss xmm0,[rbx+00005E78]
jmp returnRapid
newmemMobius:
cmp [rcx+5f0],(int)4
je GetHealth
cmp [rcx+5f0],(int)5
jne codeMobius
GetHealth:
mov [_pMobiusAgentHealth],rcx
codeMobius:
//movss xmm0,[rcx+00000BC4]
movss xmm0,[rcx+00000BCC]
jmp returnMobius
newmemWeaponS:
push rbx
mov [_pWeaponStructure],rbx
codeWeaponS:
pop rbx
//mov rcx,[rbx+00005E28]
mov rcx,[rbx+00005E30]
jmp returnWeaponS
newmemRecoilBase:
push rdi
mov [_pRecoilBase],rdi
codeRecoilBase:
pop rdi
mulss xmm5,[rdi+000002F8]
jmp returnRecoilBase
newmemWeaponSway:
cmp byte ptr [_enableNoSway],1
jne codeWeaponSway
mov [rbx+0000026C],0
codeWeaponSway:
mulss xmm0,[rbx+0000026C]
jmp returnWeaponSway
newmemNoRecoil:
cmp byte ptr [_enableNoRecoil],1
jne codeNoRecoil
mov [rdi+000002F8],0
mov [rdi+00000470],0
mov [rdi+00000474],0
mov [rdi+00000478],0
codeNoRecoil:
movss xmm6,[rdi+000002FC]
cmp [_enableNoRecoil],0
jne returnNoRecoil
mov [rdi+00000470],(float)1 // Restore camshake on disable
mov [rdi+00000474],(float)1
mov [rdi+00000478],(float)1
jmp returnNoRecoil
_SuperSpeed:
jmp newmem
nop
nop
nop
return:
_SlowEnemys:
jmp newmemEnemySpeed
nop
nop
nop
returnEnemySpeed:
_Health:
jmp newmemHealth
nop
nop
nop
returnHealth:
_Stamina:
jmp newmemStamina
nop
nop
returnStamina:
_Teleport:
jmp newmemTP
nop
nop
returnTP:
_AmmoInClip:
jmp newmemAmmo
nop
nop
returnAmmo:
_InstantActions:
jmp newmemInstantActions
nop
nop
nop
returnInstantActions:
_MassiveItemPickup:
jmp newmemMassive
nop
returnMassive:
_AmmoCrossbow:
jmp newmemCrossbow
returnCrossbow:
_EnemyTele:
jmp newmemEnemyTele
nop
nop
returnEnemyTele:
_BowTension+01:
jmp newmemBowTension
nop
nop
nop
returnBowTension:
_OneHitKills:
jmp newmemOneHit
nop
nop
nop
returnOneHit:
_OneHitKills2:
jmp newmemOneHit2
nop
nop
nop
returnOneHit2:
_Keys:
jmp newmemKeys
nop
nop
returnKeys:
_RedGel+09:
jmp newmemRedGel
nop
nop
returnRedGel:
_GreenGeel+09:
jmp newmemGreenGeel
nop
nop
returnGreenGeel:
_RapidFire:
jmp newmemRapid
nop
nop
nop
returnRapid:
_MobiusAgent:
jmp newmemMobius
nop
nop
nop
returnMobius:
_WeaponStructure:
jmp newmemWeaponS
nop
nop
returnWeaponS:
_RecoilBase:
jmp newmemRecoilBase
nop
nop
nop
returnRecoilBase:
_WeaponSway:
jmp newmemWeaponSway
nop
nop
nop
returnWeaponSway:
_NoRecoil:
jmp newmemNoRecoil
nop
nop
nop
returnNoRecoil:
_increaseSpeed:
dd 0
_decreaseSpeed:
dd 0
_restoreSpeed:
dd 0
_ValueToAdd:
dq (float)0.25
_playerPointer:
dd 0
_SlowEnemySpeed:
dd 0
_RestoreEnemySpeed:
dd 0
_enableGodMode:
dd 0
_enableUnlStamina:
dd 0
_SavePosition:
dd 0
_LoadPosition:
dd 0
_UndoTeleport:
dd 0
_NoReload:
dd 0
_enableInstantActions:
dd 0
_enableMassivePickup:
dd 0
_enableEnemyOPK:
dd 0
_enableBowalwaysTensioned:
dd 0
_enableOhk:
dd 0
_pKeys:
dd 0
_pRedGel:
dd 0
_pGreenGel:
dd 0
_enableRapidFire:
dd 0
_pMobiusAgentHealth:
dd 0
_pWeaponStructure:
dd 0
_pRecoilBase:
dd 0
_enableNoSway:
dd 0
_enableNoRecoil:
dd 0
[DISABLE]
_SuperSpeed:
db F3 0F 10 B3 28 08 00 00
_BypassSpeedReset:
db C7 83 28 08 00 00 00 00 80 3F
_SlowEnemys:
db F3 0F 59 B6 F0 01 00 00
_Health:
db 89 02 8B 81 90 4D 00 00
_Stamina:
db 0F 2F B3 E0 17 00 00
_Teleport:
db 0F 28 98 20 01 00 00
_AmmoInClip:
db 8B 77 10 4C 8B 41 08
_AmmoCrossbow:
db 8B 40 10 3B C2
_InstantActions:
db 66 0F 6E BB 20 0B 00 00
_MassiveItemPickup:
db 8B 58 10 48 8B C8
_EnemyTele:
db 0F 28 88 20 01 00 00
_BowTension+01:
db F3 0F 10 80 B0 00 00 00
_OneHitKills:
db F3 0F 11 B1 54 22 00 00
_OneHitKills2:
db F3 0F 11 B1 84 21 00 00
_Keys:
db 8B 50 08 48 8D 4F 20
_RedGel+09:
db 8B 40 10 48 83 C4 28
_GreenGeel+09:
db 8B 40 10 48 83 C4 28
_RapidFire:
db F3 0F 10 83 78 5E 00 00
_MobiusAgent:
db F3 0F 10 81 CC 0B 00 00
_WeaponStructure:
db 48 8B 8B 30 5E 00 00
_RecoilBase:
db F3 0F 59 AF F8 02 00 00
_WeaponSway:
db F3 0F 59 83 6C 02 00 00
_NoRecoil:
db F3 0F 10 B7 FC 02 00 00
unregistersymbol(_WeaponStructure)
unregistersymbol(_pWeaponStructure)
unregistersymbol(_Health)
unregistersymbol(_enableGodMode)
unregistersymbol(_SuperSpeed)
unregistersymbol(_increaseSpeed)
unregistersymbol(_decreaseSpeed)
unregistersymbol(_restoreSpeed)
unregistersymbol(_ValueToAdd)
unregistersymbol(_playerPointer)
unregistersymbol(_BypassSpeedReset)
unregistersymbol(_SlowEnemys)
unregistersymbol(_SlowEnemySpeed)
unregistersymbol(_RestoreEnemySpeed)
unregistersymbol(_enableUnlStamina)
unregistersymbol(_Stamina)
unregistersymbol(_Teleport)
unregistersymbol(_SavePosition)
unregistersymbol(_LoadPosition)
unregistersymbol(_UndoTeleport)
unregistersymbol(_X_Coord)
unregistersymbol(_Y_Coord)
unregistersymbol(_Z_Coord)
unregistersymbol(_base)
unregistersymbol(_AmmoInClip)
unregistersymbol(_NoReload)
unregistersymbol(_AmmoCrossbow)
unregistersymbol(newmemCrossbow)
unregistersymbol(_InstantActions)
unregistersymbol(_enableInstantActions)
unregistersymbol(_MassiveItemPickup)
unregistersymbol(_enableMassivePickup)
unregistersymbol(_EnemyTele)
unregistersymbol(_enableEnemyOPK)
unregistersymbol(_BowTension)
unregistersymbol(_enableBowalwaysTensioned)
unregistersymbol(_OneHitKills)
unregistersymbol(_enableOhk)
unregistersymbol(_OneHitKills2)
unregistersymbol(_Keys)
unregistersymbol(_pKeys)
unregistersymbol(_RedGel)
unregistersymbol(_pRedGel)
unregistersymbol(_GreenGeel)
unregistersymbol(_pGreenGel)
unregistersymbol(_RapidFire)
unregistersymbol(_enableRapidFire)
unregistersymbol(_MobiusAgent)
unregistersymbol(_pMobiusAgentHealth)
unregistersymbol(_WeaponStructure)
unregistersymbol(_pWeaponStructure)
unregistersymbol(_RecoilBase)
unregistersymbol(_pRecoilBase)
unregistersymbol(_WeaponSway)
unregistersymbol(_enableNoSway)
unregistersymbol(_NoRecoil)
unregistersymbol(_enableNoRecoil)
dealloc(_increaseSpeed)
dealloc(_decreaseSpeed)
dealloc(_restoreSpeed)
dealloc(_ValueToAdd)
dealloc(_playerPointer)
dealloc(newmem)
dealloc(_SlowEnemySpeed)
dealloc(_RestoreEnemySpeed)
dealloc(newmemEnemySpeed)
dealloc(_enableGodMode)
dealloc(newmemHealth)
dealloc(newmemStamina)
dealloc(_enableUnlStamina)
dealloc(newmemTP)
dealloc(_SavePosition)
dealloc(_LoadPosition)
dealloc(_UndoTeleport)
dealloc(_X_Coord)
dealloc(_Y_Coord)
dealloc(_Z_Coord)
dealloc(_X_Coord_Undo)
dealloc(_Y_Coord_Undo)
dealloc(_Z_Coord_Undo)
dealloc(_base)
dealloc(_NoReload)
dealloc(newmemAmmo)
dealloc(newmemCrossbow)
dealloc(newmemInstantActions)
dealloc(_enableInstantActions)
dealloc(newmemMassive)
dealloc(_enableMassivePickup)
dealloc(newmemEnemyTele)
dealloc(_enableEnemyOPK)
dealloc(newmemBowTension)
dealloc(_enableBowalwaysTensioned)
dealloc(newmemOneHit)
dealloc(_enableOhk)
dealloc(newmemOneHit2)
dealloc(newmemKeys)
dealloc(_pKeys)
dealloc(newmemGreenGeel)
dealloc(newmemRedGel)
dealloc(_pRedGel)
dealloc(_pGreenGel)
dealloc(newmemRapid)
dealloc(_enableRapidFire)
dealloc(newmemMobius)
dealloc(_pMobiusAgentHealth)
dealloc(newmemWeaponS)
dealloc(_pWeaponStructure)
dealloc(newmemRecoilBase)
dealloc(_pRecoilBase)
dealloc(_enableNoSway)
dealloc(newmemWeaponSway)
dealloc(newmemNoRecoil)
dealloc(_enableNoRecoil)