Source Code Battlefield Hardline Hack - Aabb Bounding Box

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c5

Kim Kong Trasher
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Jul 19, 2012
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players

C++:
CharacterPhysicsEntity* pCharacterPhysics = pCSE->m_CharacterPhysicsEntity;
if (pCharacterPhysics && !inVehicle)
{
	fb::AxisAlignedBox aabb = pCharacterPhysics->m_collisionShapes->m_aabbs[pCSE->m_PoseType];
	DrawAABB(&aabb, vOrigin, D3DCOLOR_ARGB(255, cr, cg, cb));
}
clientvehicleentity

C++:
TransformAndAabb pTransAABB;
pTarget->m_pAttachedControllable->GetAABB(&pTransAABB);
DrawAABB(&(pTransAABB.aabb), vOrigin, D3DCOLOR_ARGB(255, cr, cg, cb));
drawnVehAABBs.push_back(pTarget->m_pAttachedControllable);
DrawAABB is simple, just take min, max, w2s corners and connect..

C++:
void DrawAABB(fb::AxisAlignedBox* pAABB, D3DXVECTOR3* vOrigin, UINT32 color)
{
	D3DXVECTOR3 min, max;
	memcpy(&min, &(pAABB->min), sizeof(D3DXVECTOR3));
	memcpy(&max, &(pAABB->max), sizeof(D3DXVECTOR3));
	min = *vOrigin + min;
	max = *vOrigin + max;

	D3DXVECTOR3 tip1 = D3DXVECTOR3(max.x, min.y, min.z);
	D3DXVECTOR3 tip2 = D3DXVECTOR3(max.x, min.y, max.z);
	D3DXVECTOR3 tip3 = D3DXVECTOR3(min.x, min.y, max.z);
...
 

Liduen

Hacker
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May 19, 2013
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I really like you posts :D
Most of the time I just don't know how to use the code you give us ^^
(could also be due to the fact that I never worked with the BF series yet though)

Where did you get the structure "CharacterPhysicsEntity" from and what is this pointer "pCSE" all about?
Do you just guess these names? Because obviously no one is able to take a look in the original source code of the game.
 

c5

Kim Kong Trasher
Dank Tier VIP
Dank Tier Donator
Jul 19, 2012
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Where did you get the structure "CharacterPhysicsEntity" from and what is this pointer "pCSE" all about?
Do you just guess these names? Because obviously no one is able to take a look in the original source code of the game.
PDB leaks + frostbite typeinfo dump (yes, fb gives you all the shit you need within the game executable)

pCSE is a pointer of ClientSoldierEntity which I obtain from ClientPlayer class.

C++:
class CharacterPhysicsEntity
{
public:
	char _0x00[0x90];
	D3DXMATRIX* m_GameWorldTransform; // 0x0090   
	char _0x98[0x10];
	__int32 m_currentPose; // 0x00A8  
	float m_fPoseTransitionTimer; // 0x00AC  
	CharacterPhysicsEntityCollisionShapes* m_collisionShapes; // 0x00B0   
	char _0xB8[0x18];
	D3DXVECTOR3 m_currentLocalEyePosition; // 0x00D0  
	float m_fMass; // 0x00E0  
	char _0xE4[0x4];
	class CharacterPhysicsData* m_data; // 0x00E8 
}; 

class CharacterPhysicsEntityCollisionShapes
{
public:
	char _0x00[0x20];
	fb::AxisAlignedBox m_aabbs[2/*CharacterPoseTypeCount*/]; //0x0020   
};
 
Jun 12, 2017
1
14
0
PDB leaks + frostbite typeinfo dump (yes, fb gives you all the shit you need within the game executable)

pCSE is a pointer of ClientSoldierEntity which I obtain from ClientPlayer class.

C++:
class CharacterPhysicsEntity
{
public:
	char _0x00[0x90];
	D3DXMATRIX* m_GameWorldTransform; // 0x0090   
	char _0x98[0x10];
	__int32 m_currentPose; // 0x00A8  
	float m_fPoseTransitionTimer; // 0x00AC  
	CharacterPhysicsEntityCollisionShapes* m_collisionShapes; // 0x00B0   
	char _0xB8[0x18];
	D3DXVECTOR3 m_currentLocalEyePosition; // 0x00D0  
	float m_fMass; // 0x00E0  
	char _0xE4[0x4];
	class CharacterPhysicsData* m_data; // 0x00E8 
}; 

class CharacterPhysicsEntityCollisionShapes
{
public:
	char _0x00[0x20];
	fb::AxisAlignedBox m_aabbs[2/*CharacterPoseTypeCount*/]; //0x0020   
};
I know it's kinda old, but anyone have like a link for the software used here? Or any tutorial? Id like to take a look on this...
 
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