Source Code Ghost in the Shell (nexon game)

Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

mambda

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Not a full source release, just some classes incase anyones interested in this game

C++:
struct Vector3 {
	float x, y, z;
	Vector3( )
	{
		this->x = this->y = this->z = 0;
	}

	Vector3 (float x, float y, float z) : x(x) , y(y), z(z)
	{}

	Vector3& operator +( Vector3 &other )
	{
		return Vector3( this->x - other.x, this->y - other.y, this->z - other.z );
	}

	Vector3 &operator-( Vector3& other )
	{
		return Vector3( this->x - other.x, this->y - other.y, this->z - other.z );
	}

	Vector3 &operator/( float val )
	{
		return Vector3( this->x / val, this->y / val, this->z / val );
	}

	void operator/=( float val )
	{
		this->x /= val;
		this->y /= val;
		this->z /= val;
		//return *this;
	}

	bool IsZero( )
	{
		return ( this->x == 0.f && this->y == 0.f && this->z == 0.f );
	}

	float Distance( )
	{
		return ( sqrt( x*x + y*y + z*z ) );
	}
};

struct Vector2 {
	float x, y;
	Vector2()
	{ this->x = 0; this->y = 0; }

	Vector2( float x, float y )
	{
		this->x = x;
		this->y = y;
	}

	Vector2 operator()(float x, float y )
	{
		return Vector2( x, y );
	}

	Vector2 &operator-( Vector2& other )
	{
		return Vector2( this->x - other.x, this->y - other.y );
	}

	bool IsZero( )
	{
		return ( this->x == 0.f && this->y == 0.f );
	}

	float Distance( )
	{
		return ( sqrt( x*x + y*y ) );
	}
};

struct WeaponStruct {
	int maxAmmo;
	int currentAmmo;
	char _pad0x8[ 4 ];
	int shotsFired;
	Vector2 weaponSpread;
	Vector2 weaponRecoil;
	float timeSinceLastShot;
	float possiblyInaccuracy;
	Vector3 bulletOrigin;
	Vector3 bulletDestination;
	char _pad0x40[ 144 ];
	char isZoomed;
	char _pad0xd1[ 7 ];
};

struct GunStruct {
	void* m_pVTable; //0x0000 
	char pad_0x0004[ 0xF0 ]; //0x0004
	__int32 m_nWeaponState; //0x00F4 
	__int32 m_nWeaponAnimation; //0x00F8 
	char pad_0x00FC[ 0x4C ]; //0x00FC
	__int8 m_bInIronSight; //0x0148 
	char pad_0x0149[ 0x1 ]; //0x0149 
	__int8 m_bNotInIronSight; //0x014A - Seems to change with m_bInIronSight
	__int8 m_bReloadFinished; //0x014B 
	char pad_0x014C[ 0x68 ]; //0x014C
	__int32 m_iWeaponID; //0x01B4 
	char pad_0x01B8[ 0x4 ]; //0x01B8
	__int32 m_iWeaponSlot; //0x01BC 
	char pad_0x01C0[ 0x170 ]; //0x01C0
	char m_szKillIconImage[ 64 ]; //0x0330 
	char m_szKillIconHeadshotImage[ 64 ];
	char pad_0x03B0[ 0x564 ]; //0x03B0
	char m_szBulletTexture[ 256 ]; //0x0914 
	char m_szBulletTrailTexture[ 256 ]; //0x0A14 
	char pad_0x0B14[ 0x570 ]; //0x0B14	
	WeaponStruct * weapon;
};

struct Player;

struct WeaponController {
	void * meh;
	Player * Owner;
	char _pad0x8[ 12 ];
	GunStruct * PrimaryWeapon;
	GunStruct * SecondaryWeapon;
};

struct Bone {
	char _pad0x0[ 0x8 ];
	char * boneName;
	char _pad0xC[ 0x10 ];
	Bone * parentBone;
	char _pad0x20[ 8 ];
	Vector3 bonePosition;
};

struct CharacterCollision {
	char _pad0x0[ 0x4 ];
	int maxBones;
	char _pad0x8[ 4 ];
	Bone *boneArray[1];
};

struct Player {
	void * vTable;
	char _pad0x0[ 4 ];
	Vector3 position; // 8
	char _pad0x14[ 44 ];
	float playerYaw; // 40
	char pad0x44[ 32 ]; // 44
	CharacterCollision * characterCollision; // 64
	char pad0x68[ 0x28 ];
	bool spawnProtected; // 0x90
	char pad0x91[ 19 ]; // 0x91
	int playerHealth; // 0xA4
	int playerArmour; // 0xA8
	int maxHealth; // 0xAC
	int maxArmour; // 0xB0
	char _pad0xB4[ 16 ];
	int teamNumber; // 0xC4 -- 1 Ghost A , 2 Ghost B
	char _pad0xC8[ 56 ];
	wchar_t uPlayerName[ 33 ];	// 0x100
	char szPlayerName[ 19 ];	//0x142
	char _pad0x155[ 455 ];
	float playerPitch; // 0x31c
	char _pad0x320[ 188 ];
	char playerStatus; // 0x3DC meh irrelevant tbh.
	char _pad0x3dd[ 7 ];
	Vector2 velocity; //0x3E4
	char _pad0x3EC[ 4 ];
	float _currentSpeedUneditable; // 3f0
	float maximumSpeed; // 3f4
	float currentSpeed; // 3fc
	char _pad0x3FC[ 52 ];
	Vector3 position2; // 430
	char _pad0x43C[ 4 ];
	void * actorMoveState; // 440
	char _pad0x444[ 20 ];
	void * bombPointer; // 458
	char _pad0x458[ 20 ];
	Vector3 position3; // 470
	char _pad0x47c[ 60 ];
	GunStruct * currentWeapon; // 4b8
	WeaponController * weaponController; // 4bc
	char _pad0x4C0[ 72 ];
	float isSprinting; // 508
};

struct EntityList 	{
	Player* playerList[ 1 ];
};

struct EntityListContainer {
	EntityList * entList;
};

struct GameViewRenderer {
	char _pad[ 8 ];
	D3DXMATRIX viewProjection;
};

struct GameViewPointer {
	char _pad[ 0x38 ];
	GameViewRenderer* gameRenderer;
};

struct GameRenderer {
	GameViewPointer * viewPointer;
};
Thats about it
 

mambda

headass
Escobar Tier VIP
Trump Tier Donator
Jun 25, 2014
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Oops, forgot to release sigs too

C++:
Ghost in the shell crap

Ammo is part of a gun class
1094 may be recoil related.
108c may  be sway stuff
Ammo = [1084[

[10/14[1084 = crosshair size things.
[20[1084 = something shot-time related,very interesting if we can gimp the recoil.

Weapon pointer is not reset. so lol.

+4b8
GAME.exe+1789D74
GAME.exe+1789AB0
GAME.exe+1789AAC
GAME.exe+1789958
GAME.exe+1789954
GAME.exe+1779490
GAME.exe+174D1F4

Ammo dec sig


56 E8 ? ? ? ? FF 0e ( thats the dec there ) 83 C4 0C 56


AVCGun

GAME.exe+174E1F4 --- sig = 8b b6 c4 0 0 0 8b 15 + 8
0x14+i*4] 4bc]0] = AVCGun

time to find me a player class.

GAME.exe+177F81C = playerlist sig = 7c 24 24 8b 0d + 5
i*4] 

d3d device = GAME.exe+1789548 = sig = a1 ? ? ? ? 85 c0 74 1b 8b 08 + 1

A1 ? ? ? ? D9 1D ? ? ? ? 33 D2 + 0x20
4]38]0] = Viewprojmatrix.


GAME.exe+177F970
e8] 4] cc3*4] 0]
 

mambda

headass
Escobar Tier VIP
Trump Tier Donator
Jun 25, 2014
2,294
37,938
269
Yeah, good bit more i havent posted because i havent updated my cheat in a bit since im basically done reversing the game, just hacking now, theres lots more info out now thanks to the people i was working on this with
 
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