Source Code Hey Man, This Is Freely Flag Coordinates

Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
Hello man, you want to create a free teleport ?, You Can Use My Class

C++:
class CPlayer
{
public:
	D3DXVECTOR3 Position; //0x0000 
char pad_0x000C[0x34]; //0x000C

};//Size=0x0040

class Flag
{
public:
	D3DXVECTOR3 RedPosition; //0x0000 
	char pad_0x000C[0x18]; //0x000C
	D3DXVECTOR3 BluePosition; //0x0024 
char pad_0x0030[0x10]; //0x0030

};//Size=0x0040

void HowToUse()
{
    while(1)
    {
                //Put Read In Loops For Read Every Time And Not Once
                Flag* Pos = (Flag*)0x50F4B8;
                DWORD BASE = *(DWORD*)(0x50F4F4);
                DWORD PTR1  = BASE + 0x34;
                CPlayer* Player = (CPlayer*)(PTR1);

                if(GetAsyncKeyState(VK_NUMPAD1))
		{
			Player ->Position.x = Pos ->BluePosition.x;
			Player ->Position.y = Pos ->BluePosition.y;
			Player ->Position.z = Pos ->BluePosition.z;
		}

		if(GetAsyncKeyState(VK_NUMPAD2))
		{
			Player ->Position.x = Pos ->RedPosition.x;
			Player ->Position.y = Pos ->RedPosition.y;
			Player ->Position.z = Pos ->RedPosition.z;
		}
    }
}
Use With Your Creative,
 
Last edited:

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,101
78,998
2,374
Thanks for sharing luka, but let me help you clean that up:

C++:
class CPlayer
{
public:
	DWORD vTable;
	D3DXVECTOR3 Position;
};

class Flag
{
public:
	D3DXVECTOR3 RedPosition;
	char pad_0x000C[0x18];
	D3DXVECTOR3 BluePosition;
};

void HowToUse()
{
	while (1)
	{
		Flag* Pos = (Flag*)0x50F4B8;
		CPlayer* Player = *(CPlayer**)(0x50F4F4);

		if (GetAsyncKeyState(VK_NUMPAD1))
		{
			Player->Position = Pos->BluePosition;
		}

		if (GetAsyncKeyState(VK_NUMPAD2))
		{
			Player->Position = Pos->RedPosition;
		}
	}
}
 

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
Your Pointer Hard With Two Star **

C++:
Flag* Pos = (Flag*)0x50F4B8;
CPlayer* Player = *(CPlayer**)(0x50F4F4);
My Pointer Easy To Understand And Learn With One Star *

C++:
DWORD BASE = *(DWORD*)(0x50F4F4);
DWORD PTR1  = BASE + 0x34;
CPlayer* Player = (CPlayer*)(PTR1);
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,101
78,998
2,374
Dude this line:
C++:
CPlayer* Player = (CPlayer*)(PTR1);
It points to the position address at offset 0x34, not player object address. That means later when you do:
C++:
            Player ->Position.x = Pos ->BluePosition.x;
            Player ->Position.y = Pos ->BluePosition.y;
            Player ->Position.z = Pos ->BluePosition.z;
It's adding the position offset to the position address, not the local player object address.

Also your CPlayer reclass is wrong:
0x0 is a pointer to the vtable not the position.

so stick that in your pipe and smoke it
 

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
Hey Stop It Man, This Pointer Work Fine In My Project, And I Can Teleport Without Problem,
You Can Try It, If Wrong Show Me Your Screen Shoot
 

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
I Create ReClass With Correctly, but Rake Say It Wrong?, What's Wrong If Reclass Work Fine, Are You Loser :p
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,101
78,998
2,374
Rake;42870 said:
Thanks for sharing luka, but let me help you clean that up
I was trying to help you! Now I want to destroy you.

C++:
            Player ->Position.x = Pos ->BluePosition.x;
            Player ->Position.y = Pos ->BluePosition.y;
            Player ->Position.z = Pos ->BluePosition.z;
What was the point of declaring it as a D3DXVECTOR3 if you're accessing each one individually

C++:
class CPlayer
{
public:
    D3DXVECTOR3 Position; //0x0000
char pad_0x000C[0x34]; //0x000C
 
};//Size=0x0040
is fundamentally the same as
C++:
D3DXVECTOR3 Position
But being that you access the member variables individually, this is completely insane

dude you're doing it wrong, this is what ReClasses are supposed to look like:

C++:
class mapEnt
{
public:
	__int16 x; //0x0000 
	__int16 y; //0x0002 
	__int16 z; //0x0004 
	__int16 attr1; //0x0006 
	unsigned char type; //0x0008 
	unsigned char attr2; //0x0009 
	unsigned char attr3; //0x000A 
	unsigned char attr4; //0x000B 
	unsigned char bSpawned; //0x000C 
	int lastmillis; //0x000D 
	unsigned char padding[3];

};//Size=0x0014

class playerent;

class weapon
{
public:
	char pad_0x0000[0x4]; //0x0000
	__int32 ID; //0x0004 
	playerent * owner; //0x0008 
	uintptr_t  * guninfo; //0x000C 
	int * ammo2; //0x0010 
	int * ammo; //0x0014 
	int * gunWait;
	int shots;
	int breload;
};

class playerent
{
public:
	DWORD vTable; //0x0
	vec3_t head; //0x0004 
	char _0x0010[36];
	vec3_t pos; //0x0034 
	vec3_t angle; //0x0040 
	char _0x004C[37];
	BYTE bScoping; //0x0071 
	char _0x0072[134];
	__int32 health; //0x00F8 
	__int32 armor; //0x00FC 
	char _0x0100[292];
	BYTE bAttacking; //0x0224 
	char name[16]; //0x0225 
	char _0x0235[247];
	BYTE team; //0x032C 
	char _0x032D[11];
	BYTE state; //0x0338 
	char _0x0339[59];
	weapon* weapon; //0x0374 
	char _0x0378[520];
};


struct entList
{
	playerent * ents[31];
};


class flagEnt
{
public:
	__int32 team; //0x0000 
	mapEnt* mapent; //0x0004 
	__int32 number; //0x0008 
	playerent* player; //0x000C 
	vec3_t pos; //0x0010 
	__int32 state; //0x001C 
	__int32 unknown2; //0x0020 

};//Size=0x0024

class flagArray
{
public:
	flagEnt flags[2]; //0x0000 

};//Size=0x0048
Then you typecast the base addresses of the objects in memory to these reclass structs. If you're using ReClass and also adding offsets in your codenz then you haven't understood the true beauty of reclass
 

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
I Want see you use my code then build and use this, give me screen shot, :p .
ALSO, How You moved this reply , Actually Much Style For Pointer

Add Header #<d3d9.h> And #<d3dx9.h>
 
Last edited:
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