Advanced Warfare C# Script Thread [ Aimbot / ForgeMods & More! ]

iMoDz | GsRClans’

Les Biatchs #Chris #AlexS ♥ , Le Nwar #Angel' ♥
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15 Octobre 2012
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Salut les gens, Aujourd'hui je vous release pas mal de scripts pour ajouter a vos tools.
Le topic rassemble un maximum de scripts.
Si vous avez besoin d'aide demander moi dans le topic ou en MP.


Tous les Scripts:

Spawn Entity:
Code:
        public static uint spawnEntity(string ModelName, float[] Origin, float[] Angles)
        {
            uint Entity = (uint)Call(Adresses.G_Spawn);
            WriteSingle(Entity + 0x138, Origin);
            WriteSingle(Entity + 0x148, Angles);
            RPC.Call(Adresses.G_SetModel, Entity, ModelName);
            RPC.Call(Adresses.ScriptModels, Entity);
            return Entity;
        }

Spawn Turret:
Code:
        public static uint SpawnTurret(string turrettype, string ModelName, float[] Origin, float[] Angles)
        {
            uint Entity = (uint)Call(Adresses.G_Spawn);
            WriteSingle(Entity + 0x138, Origin);
            WriteSingle(Entity + 0x148, Angles);
            RPC.Call(Adresses.G_SetModel, Entity, ModelName);
            RPC.Call(Adresses.G_SpawnTurret, Entity);
            return Entity;
        }

G_GivePlayerWeapon:
Code:
        public static void G_GivePlayerWeapon(int client, int Weapon, int ammo)
        {
            RPC.Call(Adresses.G_GivePlayerWeapon, Adresses.G_Client + 0x3980 * (uint)client, Weapon, 0);
            RPC.Call(Adresses.AddAmmo, Adresses.G_Client + (client * 0x3980), Weapon, 0, ammo, 1);
        }

SetModels:
Code:
        public static void SetModels(int client, string Models)
        {
            RPC.Call(Adresses.G_SetModel, Adresses.G_Entity + 0x280 * (uint)client, Models);
        }

Clone Player:
Code:
        public static void ClonePlayer(int Client)
        {
            RPC.Call(Adresses.ClonePlayer, new object[] { Client });
        }

Set Vision:
Code:
        public static void SetVision(int Client, string Vision)
        {
            SV_GameSendServerCommand(Client, "J \"" + Vision + "\" ");
        }

Set Blur:
Code:
        public static void SetBlur(int Client, Int32 TransitionTime)
        {
            SV_GameSendServerCommand(Client, "i _ \"" + TransitionTime + " ");
        }

Spining Mods:
Code:
        public static void setViewAngles(int Client, float[] Angles)
        {
            WriteSingle(0x10040000, Angles);
            RPC.Call(Adresses.SetClientViewAngles, Adresses.G_Entity + 0x280 * (uint)Client, 0x10040000);
        }

        public static float[] getViewAngles(int Client)
        {
            return ReadSingle(Adresses.Angles + 0x3980 * (uint)Client, 3);
        }

For use (On Timer):
Code:
        Single[] Angles = getViewAngles((int)this.numericUpDownX.Value);
        Angles[1] += 15;
        setViewAngles((int)this.numericUpDownX.Value, Angles);
        System.Threading.Thread.Sleep(100);

JetPack:
Code:
        public void JetPack(int client)
        {
            float jH = PS3.Extension.ReadFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980));
            jH += 100;
            PS3.Extension.WriteFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980), jH);
        }

For use ( On Timer ):
Code:
            if (ButtonPressed(Client, Buttonz.Cross))
            {
                JetPack(Client);
            }

Button Monitoring:
Code:
        public static class Buttonz
        {
            public static Int32
             Cross = 67108864,
             Crouch = 33554432,
             Prone = 16777216,
             Start = 128,
             L1 = 134217736,
             L2 = -2147483648,
             L1andR1 = L1 + R1,
             L3 = 537001984,
             R1 = 65536,
             R2 = 1073741824,
             R3 = 263168,
             Square = 3145728;
        }

        public static bool ButtonPressed(int client, int Buttons)
        {
            if (PS3.Extension.ReadInt32(G_Client(client, 0x35B6)) == Buttons)
                return true;
            else return false;
        }

Key_IsDown:
Code:
                    public enum Key : uint
                    {
                        Cross = 0,
                        Circle = 1,
                        Square = 2,
                        Triangle = 3,
                        L1 = 4,
                        R1 = 5,
                        Start = 13,
                        Select = 14,
                        L3 = 15,
                        R3 = 16,
                        DPAD_UP = 19,
                        DPAD_DOWN = 20,
                        DPAD_LEFT = 21,
                        DPAD_RIGHT = 22,
                    }

                    public static Boolean LocalKeyIsDown(Key k)
                    {
                        return PS3.Extension.ReadBool((Offsets.KeyIsDown + 0x0F) + ((UInt32)k * 0xC));
                    }

G_Client:
Code:
        public static uint G_Client(int clientIndex, uint Mod = 0x00)
        {
            return (Adresses.G_Client + Mod) + ((uint)clientIndex * 0x3980);
        }

G_Entity:
Code:
        public static uint G_Entity(int Client, uint Mod = 0)
        {
            return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);
        }

FastRestart:
Code:
        public static void FastRestart()
        {
            RPC.Call(Adresses.SV_FastRestart_f);
        }

Unlock Trophies:
Code:
        public static void Unlock_Trophies()
        {
            string[] Achievements = new string[90];
            Achievements[0] = "4 CARMA";
            Achievements[1] = "4 CAMPAIGN_COMPLETE";
            Achievements[2] = "4 CAMPAIGN_HARDENED";
            Achievements[3] = "4 CAMPAIGN_VETERAN";
            Achievements[4] = "4 BOOST_DASH_STOMP";
            Achievements[5] = "4 GRENADE_DODGE";
            Achievements[6] = "4 SONIC_KILL";
            Achievements[7] = "4 OVERDRIVE_KILL";
            Achievements[8] = "4 SMART_GRENADE_KILL";
            Achievements[9] = "4 THREAT_GRENADE_KILL";
            Achievements[10] = "4 EMP_DRONE";
            Achievements[11] = "4 EMP_AST";
            Achievements[12] = "4 INTEL_HALF";
            Achievements[13] = "4 INTEL_ALL";
            Achievements[14] = "4 COVER_DRONE_KILL";
            Achievements[15] = "4 EXO_UPGRADE";
            Achievements[16] = "4 EXO_UPGRADE_10";
            Achievements[17] = "4 EXO_UPGRADE_20";
            Achievements[18] = "4 EXO_UPGRADE_FULL";
            Achievements[19] = "4 LEVEL_1";
            Achievements[20] = "4 LEVEL_1A";
            Achievements[21] = "4 LEVEL_2A";
            Achievements[22] = "4 LEVEL_2B";
            Achievements[23] = "4 LEVEL_2";
            Achievements[24] = "4 LEVEL_3A";
            Achievements[25] = "4 LEVEL_3";
            Achievements[26] = "4 LEVEL_4A";
            Achievements[27] = "4 LEVEL_4";
            Achievements[28] = "4 LEVEL_5";
            Achievements[29] = "4 LEVEL_5A";
            Achievements[30] = "4 LEVEL_6A";
            Achievements[31] = "4 LEVEL_6";
            Achievements[32] = "4 LEVEL_7";
            Achievements[33] = "4 LEVEL_8A";
            Achievements[34] = "4 LEVEL_8";
            Achievements[35] = "4 LEVEL_9";
            Achievements[36] = "4 LEVEL_10A";
            Achievements[37] = "4 LEVEL_10";
            Achievements[38] = "4 LEVEL_11";
            Achievements[39] = "4 LEVEL_12A";
            Achievements[40] = "4 LEVEL_12";
            Achievements[41] = "4 LEVEL_13A";
            Achievements[42] = "4 LEVEL_13";
            Achievements[43] = "4 LEVEL_14A";
            Achievements[44] = "4 LEVEL_14";
            Achievements[45] = "4 COOP_VETERAN";
            Achievements[46] = "4 COOP_WARFARE";
            Achievements[47] = "4 COOP_UNDEAD_SURVIVOR";
            Achievements[48] = "4 COOP_EXO_SURVIVOR";
            Achievements[49] = "4 COOP_FLIP_FLOP";
            Achievements[50] = "4 DLC1_ZOMBIE_ROUND10";
            Achievements[51] = "4 DLC1_ZOMBIE_ROUND30";
            Achievements[52] = "4 DLC1_ZOMBIE_2020";
            Achievements[53] = "4 DLC1_ZOMBIE_MONEYBAGS";
            Achievements[54] = "4 DLC1_ZOMBIE_CHEAPSKATE";
            Achievements[55] = "4 DLC1_ZOMBIE_BURGLE";
            Achievements[56] = "4 DLC1_ZOMBIE_GAMEOVERMAN";
            Achievements[57] = "4 DLC1_ZOMBIE_COMEONANDSLAM";
            Achievements[58] = "4 DLC1_ZOMBIE_PCLOADLETTER";
            Achievements[59] = "4 DLC1_ZOMBIE_DOYOUEVENEXO";
            Achievements[60] = "4 DLC2_ZOMBIE_ROUND10";
            Achievements[61] = "4 DLC2_ZOMBIE_ROUND25";
            Achievements[62] = "4 DLC2_ZOMBIE_ONEMANSPOISON";
            Achievements[63] = "4 DLC2_ZOMBIE_INDIRECTFIRE";
            Achievements[64] = "4 DLC2_ZOMBIE_RESCUE1";
            Achievements[65] = "4 DLC2_ZOMBIE_RESCUE4";
            Achievements[66] = "4 DLC2_ZOMBIE_RESCUE20";
            Achievements[67] = "4 DLC2_ZOMBIE_LOVETAP";
            Achievements[68] = "4 DLC2_ZOMBIE_POPCORN";
            Achievements[69] = "4 DLC2_ZOMBIE_MEATISMURDER";
            Achievements[70] = "4 DLC3_ZOMBIE_ROUND10";
            Achievements[71] = "4 DLC3_ZOMBIE_ROUND30";
            Achievements[72] = "4 DLC3_ZOMBIE_EASTEREGG";
            Achievements[73] = "4 DLC3_ZOMBIE_PLINKO";
            Achievements[74] = "4 DLC3_ZOMBIE_DEFUSEBOMBS";
            Achievements[75] = "4 DLC3_ZOMBIE_ZOMBONI";
            Achievements[76] = "4 DLC3_ZOMBIE_TELEFRAG";
            Achievements[77] = "4 DLC3_ZOMBIE_LIMBO";
            Achievements[78] = "4 DLC3_ZOMBIE_OVERCHARGE";
            Achievements[79] = "4 DLC3_ZOMBIE_JUMPTHESHARK";
            Achievements[80] = "4 DLC4_ZOMBIE_DEFEATBOSS1";
            Achievements[81] = "4 DLC4_ZOMBIE_DEFEATBOSS2";
            Achievements[82] = "4 DLC4_ZOMBIE_EASTEREG";
            Achievements[83] = "4 DLC4_ZOMBIE_DEFEATBOSS3";
            Achievements[84] = "4 DLC4_ZOMBIE_BIGGAME";
            Achievements[85] = "4 DLC4_ZOMBIE_COAST2COAST";
            Achievements[86] = "4 DLC4_ZOMBIE_GOTOSLEEP";
            Achievements[87] = "4 DLC4_ZOMBIE_REALSTEEL";
            Achievements[88] = "4 DLC4_ZOMBIE_NODOORS";
            Achievements[89] = "4 DLC4_ZOMBIE_TRICKSHOT";

            for (int i = 0; i < 90; i++)
            {
                RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);
                Thread.Sleep(25);
                RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);
            }
        }

SetTrophy:
Code:
        public static void SetTrophy(Int32 Client, String Trophy)
        {
            RPC.Call(Adresses.SV_GameSendServerCommand, Client, 1, "4 " + Trophy);
        }

Advanced NoClip:
Code:
       public static void WriteSingle1(uint address, float input)
        {
            byte[] array = new byte[4];
            BitConverter.GetBytes(input).CopyTo(array, 0);
            Array.Reverse(array, 0, 4);
            PS3.SetMemory(address, array);
        }

        public static void AdvancedNoclip(int Client)
        {
            SetVelocity(Client, new float[] { ReturnVelocity(Client)[0], ReturnVelocity(Client)[1], 42.5f });

            if (ButtonPressed(Client, Buttonz.L3))
            {
                SetOrigin(Client, PlayerAnglesToForward(Client, 85));
            }
        }

        public static void SetVelocity(Int32 clientIndex, Single[] Velocity)
        {
            WriteSingle1(G_Client(clientIndex, 0x34), 3);
        }

        public static float[] ReturnVelocity(int Client)
        {
            return ReadSingle(G_Client(Client, Adresses.ClientVelocity), 3);
        }

For use ( On Timer ):
Code:
AdvancedNoclip(Client);

Kick Player:
Code:
        public static void KickPlayer(int Client, string Message)
        {
            SV_GameSendServerCommand(Client, "r \"" + Message + "\"");
        }

Cbuf_AddText:
Code:
        public static void Cbuf_AddText(string command)
        {
            RPC.Call(Adresses.Cbuf_AddText, new object[] { 0, command });
        }

SV_GameSendServerCommand:
Code:
        public static void SV_GameSendServerCommand(int client, string command)
        {
            RPC.Call(Adresses.SV_GameSendServerCommand, client, 0, command + "\"");
        }

iPrintln & iPrintlnBold:
Code:
        public static void iPrintlnBold(int client, string text)
        {
            SV_GameSendServerCommand(client, "c \"" + text + "\"");
        }


        public static void iPrintln(int client, string text)
        {
            SV_GameSendServerCommand(client, "e \"" + text + "\"");
        }

ForgeMods:
Code:
        public static UInt32
        G_Client = Adresses.G_Client,
        G_ClientSize = 0x3980,
        Client_mFlag = G_Client + 0x3da7,
        Client_Angles = G_Client + 0x1B0,
        Client_Origin = G_Client + 0x78;

        public static float[] distances = new float[18];
        public static PS3API PS3 = new PS3API();

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static void ForgeMode(uint Client, uint Target, uint Distance_in_Meters = 6)
        {
            float[] Angles = ReadFloatLength(Client_Angles + (Client * G_ClientSize), 2);
            float[] Origin = ReadFloatLength(Client_Origin + (Client * G_ClientSize), 3);

            float diff = Distance_in_Meters * 40;

            float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
            float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
            float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
            float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
            float[] forward = new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };

            Freeze(Target, true);
            WriteFloatArray(Client_Origin + (Target * G_ClientSize), forward);
        }

        public static uint FindClosestEnemy(uint Attacker)
        {
            for (uint i = 0; i < 18; i++)
            {
                if (IsClientAlive(i))
                {
                    float[] O1 = ReadFloatLength(Client_Origin + (Attacker * G_ClientSize), 3);
                    float[] O2 = ReadFloatLength(Client_Origin + (i * G_ClientSize), 3);
                    distances[i] = (float)(Math.Sqrt(((O2[0] - O1[0]) * (O2[0] - O1[0])) + ((O2[1] - O1[1]) * (O2[1] - O1[1])) + ((O2[2] - O1[2]) * (O2[2] - O1[2]))));

                }
                else
                {
                    distances[i] = float.MaxValue;
                }
            }

            float[] newDistances = new float[18];
            Array.Copy(distances, newDistances, distances.Length);

            Array.Sort(newDistances);
            for (uint i = 0; i < 18; i++)
            {
                if (distances[i] == newDistances[1])
                {
                    return i;
                }
            }
            int Failed = -1;
            return (uint)Failed;
        }

        public 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);
        }

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

        public static void Freeze(uint Client, bool State)
        {
            if (State == true)
                PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x05);
            else
                PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x00);
        }

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

        public static bool IsClientAlive(uint Client)
        {
            byte Alive = PS3.Extension.ReadByte(Adresses.G_Entity + (Client * 0x280) + 0x1AF);
            if (Alive != 0)
                return true;
            else
                return false;

        }

//For Use: ( Call monitorForgemods((int)this.numericUpDownX.Value) on timer )
Code:
        public static void monitorForgemods(int client)
        {
            if (ButtonPressed(client, Buttonz.L1))
            {
                uint Enemy = ForgeMods.FindClosestEnemy((uint)client);
                if (ButtonPressed(client, Buttonz.L1))
                {
                    ForgeMods.Freeze(Enemy, true);
                    ForgeMods.ForgeMode((uint)client, Enemy);
                }
                else
                {
                    ForgeMods.Freeze(Enemy, false);
                }
             }
          }

Aimbot:
Code:
        public static uint G_Client = Adresses.G_Client;
        public static uint Client_Stance = G_Client + 0x5B;
        public static uint Client_Alive = G_Client + 0x33A; //0x08 = dead 0x00 = alive
        public static uint Client_Team = G_Client + 0x5B;
        public static uint Client_SetClientViewAngles = Adresses.SetClientViewAngles;
        public static uint Client_IsInGame = G_Client + 0x00;
        public static uint Client_Angles = G_Client + 0x1b4;
        public static uint Client_Origin = G_Client + 0x78;
        public static uint ClientInterval = 0x3980;

        public static float[] getPlayerPosition(int clientIndex)
        {
            return ReadSingle(Client_Origin + (0x3980 * (uint)clientIndex));
        }

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
        {
            return (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) == PS3.Extension.ReadInt32(Client_Team + ((uint)otherPlayer * 0x3980)));
        }

        public static bool ClientIsInGame(int clientIndex)
        {
            return (PS3.Extension.ReadInt32(Client_IsInGame + ((uint)clientIndex * 0x3980)) != 0);
        }

        public static bool ClientIsAlive(int clientIndex)
        {
            return (PS3.Extension.ReadInt32(Client_Alive + ((uint)clientIndex * 0x3980)) == 0);
        }

        public static float[] vectoangles(float[] Angles)
        {
            float forward;
            float yaw, pitch;
            float[] angles = new float[3];
            if (Angles[1] == 0 && Angles[0] == 0)
            {
                yaw = 0;
                if (Angles[2] > 0) pitch = 90f;
                else pitch = 270f;
            }
            else
            {
                if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
                else if (Angles[1] > 0) yaw = 90f;
                else yaw = 270;
                if (yaw < 0) yaw += 360f;

                forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
                pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
                if (pitch < 0) pitch += 360f;
            }
            angles[0] = -pitch;
            angles[1] = yaw;
            angles[2] = 0;

            return angles;
        }

        public static float[] getVector(float[] point1, float[] point2)
        {
            return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
        }

        public static float Distance3D(float[] point1, float[] point2)
        {
            float deltax = point2[0] - point1[0];
            float deltay = point2[1] - point1[1];
            float deltaz = point2[2] - point1[2];
            return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
        }

        public static float Distance2D(float[] point1, float[] point2)
        {
            float deltax = point2[0] - point1[0];
            float deltaz = point2[1] - point1[1];
            return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
        }

        public static void vec_scale(float[] vec, float scale, out float[] Forward)
        {
            Forward = new float[] { vec[0] * scale, vec[1] * scale, vec[2] * scale };
        }

        public static int GetNearestPlayer(Int32 clientIndex, Boolean EnemyOnly = false)
        {
            int nearestClient = 0;
            float nearestDistance = 99999999;
            for (int i = 0; i < 12; i++)
            {
                if (i != clientIndex)
                {
                    if ((ClientIsInGame(i)) && ClientIsAlive(i))
                    {
                        if (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) != 0 && EnemyOnly)
                        {
                            if (!ClientIsSameTeam(clientIndex, i))
                            {
                                float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
                                if (Distance < nearestDistance)
                                {
                                    nearestDistance = Distance;
                                    nearestClient = i;
                                }
                            }
                        }
                        else
                        {
                            float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
                            if (Distance < nearestDistance)
                            {
                                nearestDistance = Distance;
                                nearestClient = i;
                            }
                        }
                    }
                }
            }
            return nearestClient;
        }

        public static bool[] AimbotStatus = new bool[12];
        public static Thread[] AimbotThread = new Thread[12];

        private static float CheckStance(int clientIndex)
        {
            Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));
            if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
            { return 44f; }
            if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
            { return 14f; }
            return 0f;
        }
        private static float CheckStanceAttacker(int clientIndex)
        {
            Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));
            if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
            { return 46f; }
            if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
            { return 18f; }
            return 0f;
        }

        public static void InitializeAimbot(int clientIndex)
        {
            PS3.ConnectTarget();
            while (AimbotStatus[clientIndex])
            {
                int nearestPlayer = GetNearestPlayer(clientIndex);
                if (nearestPlayer != clientIndex)
                {
                    SetClientViewAngles(clientIndex, nearestPlayer);
                }
            }
        }

        public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
        {
            float[] Angles = ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));
            float[] Position = ReadSingle(Client_Origin + ((uint)clientIndex * 0x3980));
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
            return Forward;
        }

        public static float[] AnglesToForward(float[] Angles, float Distance = 200f)
        {
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance), (cp * sy * Distance), (-sp * Distance) };
            return Forward;
        }

        public static void SetClientViewAngles(int clientIndex, int Victim)
        {
            float[] Vec = getVector(getPlayerPosition(clientIndex), getPlayerPosition(Victim));
            Vec[2] -= CheckStance(Victim);
            Vec[2] += CheckStanceAttacker(clientIndex);
            float[] Angles = vectoangles(Vec);
            setViewAngles((UInt32)clientIndex, Angles);
        }

        public static uint G_Entity(int Client, uint Mod = 0)
        {
            return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);
        }

        public static void setViewAngles(UInt32 clientIndex, float[] Angles)
        {
            WriteSingle(0x10040000, Angles);
            RPC.Call(Client_SetClientViewAngles, new object[] { G_Entity((int)clientIndex, 0), 0x10040000 });
        }

        public static float[] getViewAngles(int clientIndex)
        {
            return ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));
        }

        public static float[] ReadSingle(uint Address)
        {
            float[] FloatArr = new float[3];
            FloatArr[0] = PS3.Extension.ReadFloat(Address);
            FloatArr[1] = PS3.Extension.ReadFloat(Address + 0x04);
            FloatArr[2] = PS3.Extension.ReadFloat(Address + 0x08);
            return FloatArr;
        }

        public static void WriteSingle(uint Address, float[] FloatArr)
        {
            PS3.Extension.WriteFloat(Address, FloatArr[0]);
            PS3.Extension.WriteFloat(Address + 0x04, FloatArr[1]);
            PS3.Extension.WriteFloat(Address + 0x08, FloatArr[2]);
        }

//For use on Timer:
Code:
       int nearestPlayer = Aimbot.GetNearestPlayer((int)this.numericUpDownX.Value);
       Aimbot.SetClientViewAngles((int)this.numericUpDownX.Value, nearestPlayer);

RPC:
Code:
class RPC
    {
        #region RPC
        public static uint function_address = Adresses.R_SetFrameFrog;
        public static PS3API PS3 = new PS3API();

        public static int Init()
        {
            if (function_address == 0) return -1;
            Enable_RPC();
            return 0;
        }

        public static void Enable_RPC()
        {
            PS3.SetMemory(function_address, new byte[] { 0x4E, 0x80, 0x00, 0x20 });
            System.Threading.Thread.Sleep(20);
            byte[] func = new byte[] { 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x05, 0x81, 0x83, 0x00, 0x4C, 0x2C, 0x0C, 0x00, 0x00, 0x41, 0x82, 0x00, 0x64, 0x80, 0x83, 0x00, 0x04, 0x80, 0xA3, 0x00, 0x08, 0x80, 0xC3, 0x00, 0x0C, 0x80, 0xE3, 0x00, 0x10, 0x81, 0x03, 0x00, 0x14, 0x81, 0x23, 0x00, 0x18, 0x81, 0x43, 0x00, 0x1C, 0x81, 0x63, 0x00, 0x20, 0xC0, 0x23, 0x00, 0x24, 0xC0, 0x43, 0x00, 0x28, 0xC0, 0x63, 0x00, 0x2C, 0xC0, 0x83, 0x00, 0x30, 0xC0, 0xA3, 0x00, 0x34, 0xC0, 0xC3, 0x00, 0x38, 0xC0, 0xE3, 0x00, 0x3C, 0xC1, 0x03, 0x00, 0x40, 0xC1, 0x23, 0x00, 0x48, 0x80, 0x63, 0x00, 0x00, 0x7D, 0x89, 0x03, 0xA6, 0x4E, 0x80, 0x04, 0x21, 0x3C, 0x80, 0x10, 0x05, 0x38, 0xA0, 0x00, 0x00, 0x90, 0xA4, 0x00, 0x4C, 0x90, 0x64, 0x00, 0x50, 0xE8, 0x01, 0x00, 0x80, 0x7C, 0x08, 0x03, 0xA6, 0x38, 0x21, 0x00, 0x70, 0x4E, 0x80, 0x00, 0x20 };
            PS3.SetMemory(function_address + 0x4, func);
            PS3.SetMemory(0x10050000, new byte[0x2854]);
            PS3.SetMemory(function_address, new byte[] { 0xF8, 0x21, 0xFF, 0x91 });
        }

        public static int Call(uint func_address, params object[] parameters)
        {
            int num_params = parameters.Length;
            uint num_floats = 0;
            for (uint i = 0; i < num_params; i++)
            {
                if (parameters[i] is int)
                {
                    byte[] val = BitConverter.GetBytes((int)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
                }
                else if (parameters[i] is uint)
                {
                    byte[] val = BitConverter.GetBytes((uint)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
                }
                else if (parameters[i] is string)
                {
                    byte[] str = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");
                    PS3.SetMemory(0x10050054 + i * 0x400, str);
                    uint addr = 0x10050054 + i * 0x400;
                    byte[] address = BitConverter.GetBytes(addr);
                    Array.Reverse(address);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, address);
                }
                else if (parameters[i] is float)
                {
                    num_floats++;
                    byte[] val = BitConverter.GetBytes((float)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050024 + ((num_floats - 1) * 0x4), val);
                }
            }
            byte[] fadd = BitConverter.GetBytes(func_address);
            Array.Reverse(fadd);
            PS3.SetMemory(0x1005004C, fadd);
            System.Threading.Thread.Sleep(20);
            byte[] ret = PS3.Extension.ReadBytes(0x10050050, 4);
            Array.Reverse(ret);
            return BitConverter.ToInt32(ret, 0);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        #endregion
    }

SetXP kill:
Code:
public static void SetXP(int value)
        {
            Cbuf_AddText("set scr_war_score_kill " + value);
            Cbuf_AddText("set scr_dom_score_kill " + value);
            Cbuf_AddText("set scr_sd_score_kill " + value);
            Cbuf_AddText("set scr_dem_score_kill " + value);
            Cbuf_AddText("set scr_tdm_score_kill " + value);
            Cbuf_AddText("set scr_ctf_score_kill " + value);
            Cbuf_AddText("set scr_hd_score_kill " + value);
            Cbuf_AddText("set scr_kc_score_kill " + value);
            Cbuf_AddText("set scr_sab_score_kill " + value);
            Cbuf_AddText("set scr_hq_score_kill " + value);
            Cbuf_AddText("set scr_tdef_score_kill " + value);
            Cbuf_AddText("set scr_conf_score_kill " + value);
            Cbuf_AddText("set scr_oic_score_kill " + value);
            Cbuf_AddText("set scr_sas_score_kill " + value);
            Cbuf_AddText("set scr_gun_score_kill " + value);
            Cbuf_AddText("set scr_shrp_score_kill " + value);
        }

SendChatMessage:
Code:
        public static void SendChatMessage(uint Client)
        {
           string Name = PS3.Read.String(Adresses.Name_InGame + (Client * 0x3980));
           iPrintln(-1,"^:" + Name + " says's: " + KeyBoard("Send a Chat Message", "", 50));
        }

FPS:
Code:
        public static void FPS(bool True)
        {
            if (tru)
            {
                PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x01 });
            }
            else
            {
                PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x00 });
            }
        }
    
        public static void SetFPS(string txt, float Size, float X, float Y)
        {
            PS3.Extension.WriteString(Adresses.FPS_Text, txt);
            PS3.Extension.WriteFloat(Adresses.FPS_Size, Size);
            PS3.Extension.WriteFloat(Adresses.FPS_X, X);
            PS3.Extension.WriteFloat(Adresses.FPS_Y, Y);
        }

For Use:
Code:
FPS(true); //On
//Or
FPS(false); //Off

SetFPS("Your Text here", 90,100) // Change the valeur :)

G_AddEvent:
Code:
        public static void G_AddEvent(Int32 Client, int Event, int EventParam = 0)
        {
            RPC.Call(Adresses.Add_Event, Adresses.G_Entity + (0x280 * Client), Event, EventParam);
        }

Set Origin:
Code:
        public static void SetOrigin(int Client, float[] Origin)
        {
            WriteSingle(G_Client(Client, 0x78), Origin);
        }

GetOrigin:
Code:
        public static float[] GetOrigin(int Client)
        {
            float[] Position = ReadSingle((uint)Adresses.Origin + ((uint)Client * 0x3980), 3);
            return Position;
        }

PlayerAnglesToForward:
Code:
        public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
        {
            float[] Angles = ReadSingle(G_Client(clientIndex, 0x1B0), 3);
            float[] Position = ReadSingle(G_Client(clientIndex, 0x78), 3);
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
            return Forward;
        }

All Stats:
Code:
public static struct Stats
{
    public static UInt32
    EntryStats = 0x2AB9BE8,
    Prestige = EntryStats + 0x0D,
    Level = EntryStats + 0xA9,
    Score = EntryStats + 0xE6,
    Kills = EntryStats + 0xBD,
    Deaths = EntryStats + 0x95,
    Accuracy = EntryStats + 0x51,
    Wins = EntryStats + 0x112,
    Losses = EntryStats + 0xC5,
    GamePlayed = EntryStats + 0xAD,
    TimePlayed = EntryStats + 0x102,
    UnlockAll = EntryStats + 0x5834;

    public static struct Class
    {
        public static UInt32
        ClassName1 = Stats.EntryStats + 0x4DE9, // Ox80 For Next Class
        ClassName2 = ClassName1 + 0x80,
        ClassName3 = ClassName2 + 0x80,
        ClassName4 = ClassName3 + 0x80,
        ClassName5 = ClassName4 + 0x80,
        ClassName6 = ClassName5 + 0x80,
        ClassName7 = ClassName6 + 0x80,
        ClassName8 = ClassName7 + 0x80,
        ClassName9 = ClassName8 + 0x80,
        ClassName10 = ClassName9 + 0x80;
    }
          
    public static struct KillStreak
    {
        public static UInt32
        Warbird = Stats.EntryStats + 0x89BF,
        Paladin = Stats.EntryStats + 0x89C3,
        XS1_Vulcan = Stats.EntryStats + 0x89C7,
        XS1_Goliath = Stats.EntryStats + 0x89CF,
        Predator = Stats.EntryStats + 0x89D3,
        Turret = Stats.EntryStats + 0x89D7,
        Bomber = Stats.EntryStats + 0x89DB,
        Assault_Drone = Stats.EntryStats + 0x89DF,
        EMP = Stats.EntryStats + 0x89E7,
        UAV = Stats.EntryStats + 0x89BB,
        Drone = Stats.EntryStats + 0x89E3,
        CarePackage = Stats.EntryStats + 0x89CB;
    }

    public static struct Weapon
    {
        public static UInt32
        BAL27 = Stats.EntryStats + 0x6BA, // + 0x4 = Death | - 0x4 = Headshot
        AK12 = Stats.EntryStats + 0x69E, // + 0x4 = Death | - 0x4 = Headshot
        ARX160 = Stats.EntryStats + 0x72A, // + 0x4 = Death | - 0x4 = Headshot
        HBRa3 = Stats.EntryStats + 0x6D6, // + 0x4 = Death | - 0x4 = Headshot
        IMR = Stats.EntryStats + 0x70E, // + 0x4 = Death | - 0x4 = Headshot
        MK14 = Stats.EntryStats + 0x746, // + 0x4 = Death | - 0x4 = Headshot
        KF5 = Stats.EntryStats + 0x7EE, // + 0x4 = Death | - 0x4 = Headshot
        MP11 = Stats.EntryStats + 0x762, // + 0x4 = Death | - 0x4 = Headshot
        ASM1 = Stats.EntryStats + 0x7D2, // + 0x4 = Death | - 0x4 = Headshot
        SN6 = Stats.EntryStats + 0x7B6, // + 0x4 = Death | - 0x4 = Headshot
        SAC3 = Stats.EntryStats + 0x77E, // + 0x4 = Death | - 0x4 = Headshot
        AMR9 = Stats.EntryStats + 0x79A, // + 0x4 = Death | - 0x4 = Headshot
        Lynx = Stats.EntryStats + 0x842, // + 0x4 = Death | - 0x4 = Headshot
        MORS = Stats.EntryStats + 0x826, // + 0x4 = Death | - 0x4 = Headshot
        NA45 = Stats.EntryStats + 0x80A, // + 0x4 = Death | - 0x4 = Headshot
        ATLAS_20mm = Stats.EntryStats + 0x85E, // + 0x4 = Death | - 0x4 = Headshot
        TAC19 = Stats.EntryStats + 0x9AE, // + 0x4 = Death | - 0x4 = Headshot
        S12 = Stats.EntryStats + 0x992, // + 0x4 = Death | - 0x4 = Headshot
        Bulldog = Stats.EntryStats + 0x976, // + 0x4 = Death | - 0x4 = Headshot
        EM1 = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot
        Pyteak = Stats.EntryStats + 0x6F2, // + 0x4 = Death | - 0x4 = Headshot
        Ameli = Stats.EntryStats + 0x237E, // + 0x4 = Death | - 0x4 = Headshot
        ATLAS45 = Stats.EntryStats + 0x95A, // + 0x4 = Death | - 0x4 = Headshot
        RW1 = Stats.EntryStats + 0x93E, // + 0x4 = Death | - 0x4 = Headshot
        MP443_Grach = Stats.EntryStats + 0x922, // + 0x4 = Death | - 0x4 = Headshot
        PDW = Stats.EntryStats + 0x906, // + 0x4 = Death | - 0x4 = Headshot
        Assault_Shield = Stats.EntryStats + 0x87A, // + 0x4 = Death | - 0x4 = Headshot
        Stinger_M7 = Stats.EntryStats + 0xA02, // + 0x4 = Death | - 0x4 = Headshot
        MAAWS = Stats.EntryStats + 0x9CA, // + 0x4 = Death | - 0x4 = Headshot
        MAHEM = Stats.EntryStats + 0x9E6; // + 0x4 = Death | - 0x4 = Headshot
    }

    public static struct Exo_Launcher
    {
        public static UInt32
        Granade = Stats.EntryStats + 0x312,
        Granade_Kills = Granade + 0xC,
        Stun = Stats.EntryStats + 0x34A,
        Stun_Kills = Stun + 0xC,
        Semtex = Stats.EntryStats + 0x2F6,
        Semtex_Kills = Stats.EntryStats + 0xC,
        Marker = Stats.EntryStats + 0x40E,
        Marker_JKills = Marker + 0xC,
        EMP_Granade = Stats.EntryStats + 0x39E,
        EMP_Granade_Kills = EMP_Granade + 0xC,
        Smoke = Stats.EntryStats + 0x366,
        Smoke_Kills = Smoke + 0xC,
        Sharp_Drone = Stats.EntryStats + 0x3D6,
        Sharp_Drone_Kills = Sharp_Drone + 0xC,
        Blast_Drone = Stats.EntryStats + 0x676,
        Blast_Drone_Kills = Blast_Drone + 0xC;
    }

    public static struct Medals
    {
        public static UInt32
        Blood = Stats.EntryStats + 0x887F,
        Merciless = Stats.EntryStats + 0x8883,
        RuthLess = Stats.EntryStats + 0x8887,
        Relentless = Stats.EntryStats + 0x888B,
        Brutal = Stats.EntryStats + 0x888F,
        Viciuos = Stats.EntryStats + 0x8893,
        Unstoppable = Stats.EntryStats + 0x8897,
        Double_Kill = Stats.EntryStats + 0x885B,
        Triple_Kill = Stats.EntryStats + 0x885F,
        Fury_Kill = Stats.EntryStats + 0x8863,
        Frenzy_Kill = Stats.EntryStats + 0x8867,
        Super_Kill = Stats.EntryStats + 0x886B,
        Mega_Kill = Stats.EntryStats + 0x886F,
        Ultra_Kill = Stats.EntryStats + 0x8873;
    }
    
    public static struct LeaderBords
    {
        public static UInt32
        Headshots = Stats.EntryStats + 0x8A2F,
        Saviors = Stats.EntryStats + 0x8A3F,
        LongShots = Stats.EntryStats + 0x8A43,
        OneShots = Stats.EntryStats + 0x8AA7,
        FirstBloods = Stats.EntryStats + 0x8A97,
        Stabs = Stats.EntryStats + 0x8AD7;
    } 
  
    public static struct GameMode
    {
        public static UInt32
        Confirms = Stats.EntryStats + 0x8402,
        Denies = Stats.EntryStats + 0x8406,
        Uplinks = Stats.EntryStats + 0x83EA,
        Returns = Stats.EntryStats + 0x83EE,
        Plants = Stats.EntryStats + 0x83F6,
        Defuses = Stats.EntryStats + 0x83FA,
        SnR_Caps = Stats.EntryStats + 0x8402,
        SnR_Rescue = Stats.EntryStats + 0x8406,
        Defends = Stats.EntryStats + 0x83F2;
    }
}

Credits:
- Moi & AlexS.
- LBK.
- RGaming.
- Shark.
- SC58.
- oStankyModz.
- Sticky.
- Et les autres.

 
Dernière édition:

iMoDz | GsRClans’

Les Biatchs #Chris #AlexS ♥ , Le Nwar #Angel' ♥
Premium
Inscription
15 Octobre 2012
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911
Points
14 843
Fait semblant :
Déjà j'ai pas C/C ces scripts, lui même te le diras, tout ses scripts je les ai depuis longtemps et je les release aujourd'hui pour que les autres personne en profite. Je suis dans les credits pour certaine fonctions que j'ai update. Bref je vais pas galéré avec toi. Bonne journée

PS: La plus part des scripts on les a fais ensemble depuis le debut d'AW, demande a LBK tu verras :ok:
 

BM|T Maxlila1

une question , un MP
Premium
Inscription
9 Septembre 2012
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Points
5 386
Salut les gens, Aujourd'hui je vous release pas mal de scripts pour ajouter a vos tools.
Le topic rassemble un maximum de scripts.
Si vous avez besoin d'aide demander moi dans le topic ou en MP.


Tous les Scripts:

Spawn Entity:
Code:
        public static uint spawnEntity(string ModelName, float[] Origin, float[] Angles)
        {
            uint Entity = (uint)Call(Adresses.G_Spawn);
            WriteSingle(Entity + 0x138, Origin);
            WriteSingle(Entity + 0x148, Angles);
            RPC.Call(Adresses.G_SetModel, Entity, ModelName);
            RPC.Call(Adresses.ScriptModels, Entity);
            return Entity;
        }

Spawn Turret:
Code:
        public static uint SpawnTurret(string turrettype, string ModelName, float[] Origin, float[] Angles)
        {
            uint Entity = (uint)Call(Adresses.G_Spawn);
            WriteSingle(Entity + 0x138, Origin);
            WriteSingle(Entity + 0x148, Angles);
            RPC.Call(Adresses.G_SetModel, Entity, ModelName);
            RPC.Call(Adresses.G_SpawnTurret, Entity);
            return Entity;
        }

G_GivePlayerWeapon:
Code:
        public static void G_GivePlayerWeapon(int client, int Weapon, int ammo)
        {
            RPC.Call(Adresses.G_GivePlayerWeapon, Adresses.G_Client + 0x3980 * (uint)client, Weapon, 0);
            RPC.Call(Adresses.AddAmmo, Adresses.G_Client + (client * 0x3980), Weapon, 0, ammo, 1);
        }

SetModels:
Code:
        public static void SetModels(int client, string Models)
        {
            RPC.Call(Adresses.G_SetModel, Adresses.G_Entity + 0x280 * (uint)client, Models);
        }

Clone Player:
Code:
        public static void ClonePlayer(int Client)
        {
            RPC.Call(Adresses.ClonePlayer, new object[] { Client });
        }

Set Vision:
Code:
        public static void SetVision(int Client, string Vision)
        {
            SV_GameSendServerCommand(Client, "J \"" + Vision + "\" ");
        }

Set Blur:
Code:
        public static void SetBlur(int Client, Int32 TransitionTime)
        {
            SV_GameSendServerCommand(Client, "i _ \"" + TransitionTime + " ");
        }

Spining Mods:
Code:
        public static void setViewAngles(int Client, float[] Angles)
        {
            WriteSingle(0x10040000, Angles);
            RPC.Call(Adresses.SetClientViewAngles, Adresses.G_Entity + 0x280 * (uint)Client, 0x10040000);
        }

        public static float[] getViewAngles(int Client)
        {
            return ReadSingle(Adresses.Angles + 0x3980 * (uint)Client, 3);
        }

For use (On Timer):
Code:
        Single[] Angles = getViewAngles((int)this.numericUpDownX.Value);
        Angles[1] += 15;
        setViewAngles((int)this.numericUpDownX.Value, Angles);
        System.Threading.Thread.Sleep(100);

JetPack:
Code:
        public void JetPack(int client)
        {
            float jH = PS3.Extension.ReadFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980));
            jH += 100;
            PS3.Extension.WriteFloat(Adresses.G_Client + 0x8C + ((uint)client * 0x3980), jH);
        }

For use ( On Timer ):
Code:
            if (ButtonPressed(Client, Buttonz.Cross))
            {
                JetPack(Client);
            }

Button Monitoring:
Code:
        public static class Buttonz
        {
            public static Int32
             Cross = 67108864,
             Crouch = 33554432,
             Prone = 16777216,
             Start = 128,
             L1 = 134217736,
             L2 = -2147483648,
             L1andR1 = L1 + R1,
             L3 = 537001984,
             R1 = 65536,
             R2 = 1073741824,
             R3 = 263168,
             Square = 3145728;
        }

        public static bool ButtonPressed(int client, int Buttons)
        {
            if (PS3.Extension.ReadInt32(G_Client(client, 0x35B6)) == Buttons)
                return true;
            else return false;
        }

Key_IsDown:
Code:
                    public enum Key : uint
                    {
                        Cross = 0,
                        Circle = 1,
                        Square = 2,
                        Triangle = 3,
                        L1 = 4,
                        R1 = 5,
                        Start = 13,
                        Select = 14,
                        L3 = 15,
                        R3 = 16,
                        DPAD_UP = 19,
                        DPAD_DOWN = 20,
                        DPAD_LEFT = 21,
                        DPAD_RIGHT = 22,
                    }

                    public static Boolean LocalKeyIsDown(Key k)
                    {
                        return PS3.Extension.ReadBool((Offsets.KeyIsDown + 0x0F) + ((UInt32)k * 0xC));
                    }

G_Client:
Code:
        public static uint G_Client(int clientIndex, uint Mod = 0x00)
        {
            return (Adresses.G_Client + Mod) + ((uint)clientIndex * 0x3980);
        }

G_Entity:
Code:
        public static uint G_Entity(int Client, uint Mod = 0)
        {
            return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);
        }

FastRestart:
Code:
        public static void FastRestart()
        {
            RPC.Call(Adresses.SV_FastRestart_f);
        }

Unlock Trophies:
Code:
        public static void Unlock_Trophies()
        {
            string[] Achievements = new string[90];
            Achievements[0] = "4 CARMA";
            Achievements[1] = "4 CAMPAIGN_COMPLETE";
            Achievements[2] = "4 CAMPAIGN_HARDENED";
            Achievements[3] = "4 CAMPAIGN_VETERAN";
            Achievements[4] = "4 BOOST_DASH_STOMP";
            Achievements[5] = "4 GRENADE_DODGE";
            Achievements[6] = "4 SONIC_KILL";
            Achievements[7] = "4 OVERDRIVE_KILL";
            Achievements[8] = "4 SMART_GRENADE_KILL";
            Achievements[9] = "4 THREAT_GRENADE_KILL";
            Achievements[10] = "4 EMP_DRONE";
            Achievements[11] = "4 EMP_AST";
            Achievements[12] = "4 INTEL_HALF";
            Achievements[13] = "4 INTEL_ALL";
            Achievements[14] = "4 COVER_DRONE_KILL";
            Achievements[15] = "4 EXO_UPGRADE";
            Achievements[16] = "4 EXO_UPGRADE_10";
            Achievements[17] = "4 EXO_UPGRADE_20";
            Achievements[18] = "4 EXO_UPGRADE_FULL";
            Achievements[19] = "4 LEVEL_1";
            Achievements[20] = "4 LEVEL_1A";
            Achievements[21] = "4 LEVEL_2A";
            Achievements[22] = "4 LEVEL_2B";
            Achievements[23] = "4 LEVEL_2";
            Achievements[24] = "4 LEVEL_3A";
            Achievements[25] = "4 LEVEL_3";
            Achievements[26] = "4 LEVEL_4A";
            Achievements[27] = "4 LEVEL_4";
            Achievements[28] = "4 LEVEL_5";
            Achievements[29] = "4 LEVEL_5A";
            Achievements[30] = "4 LEVEL_6A";
            Achievements[31] = "4 LEVEL_6";
            Achievements[32] = "4 LEVEL_7";
            Achievements[33] = "4 LEVEL_8A";
            Achievements[34] = "4 LEVEL_8";
            Achievements[35] = "4 LEVEL_9";
            Achievements[36] = "4 LEVEL_10A";
            Achievements[37] = "4 LEVEL_10";
            Achievements[38] = "4 LEVEL_11";
            Achievements[39] = "4 LEVEL_12A";
            Achievements[40] = "4 LEVEL_12";
            Achievements[41] = "4 LEVEL_13A";
            Achievements[42] = "4 LEVEL_13";
            Achievements[43] = "4 LEVEL_14A";
            Achievements[44] = "4 LEVEL_14";
            Achievements[45] = "4 COOP_VETERAN";
            Achievements[46] = "4 COOP_WARFARE";
            Achievements[47] = "4 COOP_UNDEAD_SURVIVOR";
            Achievements[48] = "4 COOP_EXO_SURVIVOR";
            Achievements[49] = "4 COOP_FLIP_FLOP";
            Achievements[50] = "4 DLC1_ZOMBIE_ROUND10";
            Achievements[51] = "4 DLC1_ZOMBIE_ROUND30";
            Achievements[52] = "4 DLC1_ZOMBIE_2020";
            Achievements[53] = "4 DLC1_ZOMBIE_MONEYBAGS";
            Achievements[54] = "4 DLC1_ZOMBIE_CHEAPSKATE";
            Achievements[55] = "4 DLC1_ZOMBIE_BURGLE";
            Achievements[56] = "4 DLC1_ZOMBIE_GAMEOVERMAN";
            Achievements[57] = "4 DLC1_ZOMBIE_COMEONANDSLAM";
            Achievements[58] = "4 DLC1_ZOMBIE_PCLOADLETTER";
            Achievements[59] = "4 DLC1_ZOMBIE_DOYOUEVENEXO";
            Achievements[60] = "4 DLC2_ZOMBIE_ROUND10";
            Achievements[61] = "4 DLC2_ZOMBIE_ROUND25";
            Achievements[62] = "4 DLC2_ZOMBIE_ONEMANSPOISON";
            Achievements[63] = "4 DLC2_ZOMBIE_INDIRECTFIRE";
            Achievements[64] = "4 DLC2_ZOMBIE_RESCUE1";
            Achievements[65] = "4 DLC2_ZOMBIE_RESCUE4";
            Achievements[66] = "4 DLC2_ZOMBIE_RESCUE20";
            Achievements[67] = "4 DLC2_ZOMBIE_LOVETAP";
            Achievements[68] = "4 DLC2_ZOMBIE_POPCORN";
            Achievements[69] = "4 DLC2_ZOMBIE_MEATISMURDER";
            Achievements[70] = "4 DLC3_ZOMBIE_ROUND10";
            Achievements[71] = "4 DLC3_ZOMBIE_ROUND30";
            Achievements[72] = "4 DLC3_ZOMBIE_EASTEREGG";
            Achievements[73] = "4 DLC3_ZOMBIE_PLINKO";
            Achievements[74] = "4 DLC3_ZOMBIE_DEFUSEBOMBS";
            Achievements[75] = "4 DLC3_ZOMBIE_ZOMBONI";
            Achievements[76] = "4 DLC3_ZOMBIE_TELEFRAG";
            Achievements[77] = "4 DLC3_ZOMBIE_LIMBO";
            Achievements[78] = "4 DLC3_ZOMBIE_OVERCHARGE";
            Achievements[79] = "4 DLC3_ZOMBIE_JUMPTHESHARK";
            Achievements[80] = "4 DLC4_ZOMBIE_DEFEATBOSS1";
            Achievements[81] = "4 DLC4_ZOMBIE_DEFEATBOSS2";
            Achievements[82] = "4 DLC4_ZOMBIE_EASTEREG";
            Achievements[83] = "4 DLC4_ZOMBIE_DEFEATBOSS3";
            Achievements[84] = "4 DLC4_ZOMBIE_BIGGAME";
            Achievements[85] = "4 DLC4_ZOMBIE_COAST2COAST";
            Achievements[86] = "4 DLC4_ZOMBIE_GOTOSLEEP";
            Achievements[87] = "4 DLC4_ZOMBIE_REALSTEEL";
            Achievements[88] = "4 DLC4_ZOMBIE_NODOORS";
            Achievements[89] = "4 DLC4_ZOMBIE_TRICKSHOT";

            for (int i = 0; i < 90; i++)
            {
                RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);
                Thread.Sleep(25);
                RPC.Call(Adresses.SV_GameSendServerCommand, -1, 1, Achievements[i]);
            }
        }

SetTrophy:
Code:
        public static void SetTrophy(Int32 Client, String Trophy)
        {
            RPC.Call(Adresses.SV_GameSendServerCommand, Client, 1, "4 " + Trophy);
        }

Advanced NoClip:
Code:
       public static void WriteSingle1(uint address, float input)
        {
            byte[] array = new byte[4];
            BitConverter.GetBytes(input).CopyTo(array, 0);
            Array.Reverse(array, 0, 4);
            PS3.SetMemory(address, array);
        }

        public static void AdvancedNoclip(int Client)
        {
            SetVelocity(Client, new float[] { ReturnVelocity(Client)[0], ReturnVelocity(Client)[1], 42.5f });

            if (ButtonPressed(Client, Buttonz.L3))
            {
                SetOrigin(Client, PlayerAnglesToForward(Client, 85));
            }
        }

        public static void SetVelocity(Int32 clientIndex, Single[] Velocity)
        {
            WriteSingle1(G_Client(clientIndex, 0x34), 3);
        }

        public static float[] ReturnVelocity(int Client)
        {
            return ReadSingle(G_Client(Client, Adresses.ClientVelocity), 3);
        }

For use ( On Timer ):
Code:
AdvancedNoclip(Client);

Kick Player:
Code:
        public static void KickPlayer(int Client, string Message)
        {
            SV_GameSendServerCommand(Client, "r \"" + Message + "\"");
        }

Cbuf_AddText:
Code:
        public static void Cbuf_AddText(string command)
        {
            RPC.Call(Adresses.Cbuf_AddText, new object[] { 0, command });
        }

SV_GameSendServerCommand:
Code:
        public static void SV_GameSendServerCommand(int client, string command)
        {
            RPC.Call(Adresses.SV_GameSendServerCommand, client, 0, command + "\"");
        }

iPrintln & iPrintlnBold:
Code:
        public static void iPrintlnBold(int client, string text)
        {
            SV_GameSendServerCommand(client, "c \"" + text + "\"");
        }

 
        public static void iPrintln(int client, string text)
        {
            SV_GameSendServerCommand(client, "e \"" + text + "\"");
        }

ForgeMods:
Code:
        public static UInt32
        G_Client = Adresses.G_Client,
        G_ClientSize = 0x3980,
        Client_mFlag = G_Client + 0x3da7,
        Client_Angles = G_Client + 0x1B0,
        Client_Origin = G_Client + 0x78;

        public static float[] distances = new float[18];
        public static PS3API PS3 = new PS3API();

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static void ForgeMode(uint Client, uint Target, uint Distance_in_Meters = 6)
        {
            float[] Angles = ReadFloatLength(Client_Angles + (Client * G_ClientSize), 2);
            float[] Origin = ReadFloatLength(Client_Origin + (Client * G_ClientSize), 3);

            float diff = Distance_in_Meters * 40;

            float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
            float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
            float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
            float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
            float[] forward = new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };

            Freeze(Target, true);
            WriteFloatArray(Client_Origin + (Target * G_ClientSize), forward);
        }

        public static uint FindClosestEnemy(uint Attacker)
        {
            for (uint i = 0; i < 18; i++)
            {
                if (IsClientAlive(i))
                {
                    float[] O1 = ReadFloatLength(Client_Origin + (Attacker * G_ClientSize), 3);
                    float[] O2 = ReadFloatLength(Client_Origin + (i * G_ClientSize), 3);
                    distances[i] = (float)(Math.Sqrt(((O2[0] - O1[0]) * (O2[0] - O1[0])) + ((O2[1] - O1[1]) * (O2[1] - O1[1])) + ((O2[2] - O1[2]) * (O2[2] - O1[2]))));

                }
                else
                {
                    distances[i] = float.MaxValue;
                }
            }

            float[] newDistances = new float[18];
            Array.Copy(distances, newDistances, distances.Length);

            Array.Sort(newDistances);
            for (uint i = 0; i < 18; i++)
            {
                if (distances[i] == newDistances[1])
                {
                    return i;
                }
            }
            int Failed = -1;
            return (uint)Failed;
        }

        public 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);
        }

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

        public static void Freeze(uint Client, bool State)
        {
            if (State == true)
                PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x05);
            else
                PS3.Extension.WriteByte(Client_mFlag + (Client * G_ClientSize), 0x00);
        }

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

        public static bool IsClientAlive(uint Client)
        {
            byte Alive = PS3.Extension.ReadByte(Adresses.G_Entity + (Client * 0x280) + 0x1AF);
            if (Alive != 0)
                return true;
            else
                return false;

        }

//For Use: ( Call monitorForgemods((int)this.numericUpDownX.Value) on timer )
Code:
        public static void monitorForgemods(int client)
        {
            if (ButtonPressed(client, Buttonz.L1))
            {
                uint Enemy = ForgeMods.FindClosestEnemy((uint)client);
                if (ButtonPressed(client, Buttonz.L1))
                {
                    ForgeMods.Freeze(Enemy, true);
                    ForgeMods.ForgeMode((uint)client, Enemy);
                }
                else
                {
                    ForgeMods.Freeze(Enemy, false);
                }
             }
          }

Aimbot:
Code:
        public static uint G_Client = Adresses.G_Client;
        public static uint Client_Stance = G_Client + 0x5B;
        public static uint Client_Alive = G_Client + 0x33A; //0x08 = dead 0x00 = alive
        public static uint Client_Team = G_Client + 0x5B;
        public static uint Client_SetClientViewAngles = Adresses.SetClientViewAngles;
        public static uint Client_IsInGame = G_Client + 0x00;
        public static uint Client_Angles = G_Client + 0x1b4;
        public static uint Client_Origin = G_Client + 0x78;
        public static uint ClientInterval = 0x3980;

        public static float[] getPlayerPosition(int clientIndex)
        {
            return ReadSingle(Client_Origin + (0x3980 * (uint)clientIndex));
        }

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
        {
            return (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) == PS3.Extension.ReadInt32(Client_Team + ((uint)otherPlayer * 0x3980)));
        }

        public static bool ClientIsInGame(int clientIndex)
        {
            return (PS3.Extension.ReadInt32(Client_IsInGame + ((uint)clientIndex * 0x3980)) != 0);
        }

        public static bool ClientIsAlive(int clientIndex)
        {
            return (PS3.Extension.ReadInt32(Client_Alive + ((uint)clientIndex * 0x3980)) == 0);
        }

        public static float[] vectoangles(float[] Angles)
        {
            float forward;
            float yaw, pitch;
            float[] angles = new float[3];
            if (Angles[1] == 0 && Angles[0] == 0)
            {
                yaw = 0;
                if (Angles[2] > 0) pitch = 90f;
                else pitch = 270f;
            }
            else
            {
                if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
                else if (Angles[1] > 0) yaw = 90f;
                else yaw = 270;
                if (yaw < 0) yaw += 360f;

                forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
                pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
                if (pitch < 0) pitch += 360f;
            }
            angles[0] = -pitch;
            angles[1] = yaw;
            angles[2] = 0;

            return angles;
        }

        public static float[] getVector(float[] point1, float[] point2)
        {
            return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
        }

        public static float Distance3D(float[] point1, float[] point2)
        {
            float deltax = point2[0] - point1[0];
            float deltay = point2[1] - point1[1];
            float deltaz = point2[2] - point1[2];
            return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
        }

        public static float Distance2D(float[] point1, float[] point2)
        {
            float deltax = point2[0] - point1[0];
            float deltaz = point2[1] - point1[1];
            return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
        }

        public static void vec_scale(float[] vec, float scale, out float[] Forward)
        {
            Forward = new float[] { vec[0] * scale, vec[1] * scale, vec[2] * scale };
        }

        public static int GetNearestPlayer(Int32 clientIndex, Boolean EnemyOnly = false)
        {
            int nearestClient = 0;
            float nearestDistance = 99999999;
            for (int i = 0; i < 12; i++)
            {
                if (i != clientIndex)
                {
                    if ((ClientIsInGame(i)) && ClientIsAlive(i))
                    {
                        if (PS3.Extension.ReadInt32(Client_Team + ((uint)clientIndex * 0x3980)) != 0 && EnemyOnly)
                        {
                            if (!ClientIsSameTeam(clientIndex, i))
                            {
                                float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
                                if (Distance < nearestDistance)
                                {
                                    nearestDistance = Distance;
                                    nearestClient = i;
                                }
                            }
                        }
                        else
                        {
                            float Distance = Distance3D(getPlayerPosition(clientIndex), getPlayerPosition(i));
                            if (Distance < nearestDistance)
                            {
                                nearestDistance = Distance;
                                nearestClient = i;
                            }
                        }
                    }
                }
            }
            return nearestClient;
        }

        public static bool[] AimbotStatus = new bool[12];
        public static Thread[] AimbotThread = new Thread[12];

        private static float CheckStance(int clientIndex)
        {
            Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));
            if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
            { return 44f; }
            if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
            { return 14f; }
            return 0f;
        }
        private static float CheckStanceAttacker(int clientIndex)
        {
            Int32 CurrentStance = PS3.Extension.ReadByte(Client_Stance + ((uint)clientIndex * 0x3980));
            if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
            { return 46f; }
            if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
            { return 18f; }
            return 0f;
        }

        public static void InitializeAimbot(int clientIndex)
        {
            PS3.ConnectTarget();
            while (AimbotStatus[clientIndex])
            {
                int nearestPlayer = GetNearestPlayer(clientIndex);
                if (nearestPlayer != clientIndex)
                {
                    SetClientViewAngles(clientIndex, nearestPlayer);
                }
            }
        }

        public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
        {
            float[] Angles = ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));
            float[] Position = ReadSingle(Client_Origin + ((uint)clientIndex * 0x3980));
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
            return Forward;
        }

        public static float[] AnglesToForward(float[] Angles, float Distance = 200f)
        {
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance), (cp * sy * Distance), (-sp * Distance) };
            return Forward;
        }

        public static void SetClientViewAngles(int clientIndex, int Victim)
        {
            float[] Vec = getVector(getPlayerPosition(clientIndex), getPlayerPosition(Victim));
            Vec[2] -= CheckStance(Victim);
            Vec[2] += CheckStanceAttacker(clientIndex);
            float[] Angles = vectoangles(Vec);
            setViewAngles((UInt32)clientIndex, Angles);
        }

        public static uint G_Entity(int Client, uint Mod = 0)
        {
            return (Adresses.G_Entity + (0x280 * (uint)Client) + (uint)Mod);
        }

        public static void setViewAngles(UInt32 clientIndex, float[] Angles)
        {
            WriteSingle(0x10040000, Angles);
            RPC.Call(Client_SetClientViewAngles, new object[] { G_Entity((int)clientIndex, 0), 0x10040000 });
        }

        public static float[] getViewAngles(int clientIndex)
        {
            return ReadSingle(Client_Angles + ((uint)clientIndex + 0x3980));
        }

        public static float[] ReadSingle(uint Address)
        {
            float[] FloatArr = new float[3];
            FloatArr[0] = PS3.Extension.ReadFloat(Address);
            FloatArr[1] = PS3.Extension.ReadFloat(Address + 0x04);
            FloatArr[2] = PS3.Extension.ReadFloat(Address + 0x08);
            return FloatArr;
        }

        public static void WriteSingle(uint Address, float[] FloatArr)
        {
            PS3.Extension.WriteFloat(Address, FloatArr[0]);
            PS3.Extension.WriteFloat(Address + 0x04, FloatArr[1]);
            PS3.Extension.WriteFloat(Address + 0x08, FloatArr[2]);
        }

//For use on Timer:
Code:
       int nearestPlayer = Aimbot.GetNearestPlayer((int)this.numericUpDownX.Value);
       Aimbot.SetClientViewAngles((int)this.numericUpDownX.Value, nearestPlayer);

RPC:
Code:
class RPC
    {
        #region RPC
        public static uint function_address = Adresses.R_SetFrameFrog;
        public static PS3API PS3 = new PS3API();

        public static int Init()
        {
            if (function_address == 0) return -1;
            Enable_RPC();
            return 0;
        }

        public static void Enable_RPC()
        {
            PS3.SetMemory(function_address, new byte[] { 0x4E, 0x80, 0x00, 0x20 });
            System.Threading.Thread.Sleep(20);
            byte[] func = new byte[] { 0x7C, 0x08, 0x02, 0xA6, 0xF8, 0x01, 0x00, 0x80, 0x3C, 0x60, 0x10, 0x05, 0x81, 0x83, 0x00, 0x4C, 0x2C, 0x0C, 0x00, 0x00, 0x41, 0x82, 0x00, 0x64, 0x80, 0x83, 0x00, 0x04, 0x80, 0xA3, 0x00, 0x08, 0x80, 0xC3, 0x00, 0x0C, 0x80, 0xE3, 0x00, 0x10, 0x81, 0x03, 0x00, 0x14, 0x81, 0x23, 0x00, 0x18, 0x81, 0x43, 0x00, 0x1C, 0x81, 0x63, 0x00, 0x20, 0xC0, 0x23, 0x00, 0x24, 0xC0, 0x43, 0x00, 0x28, 0xC0, 0x63, 0x00, 0x2C, 0xC0, 0x83, 0x00, 0x30, 0xC0, 0xA3, 0x00, 0x34, 0xC0, 0xC3, 0x00, 0x38, 0xC0, 0xE3, 0x00, 0x3C, 0xC1, 0x03, 0x00, 0x40, 0xC1, 0x23, 0x00, 0x48, 0x80, 0x63, 0x00, 0x00, 0x7D, 0x89, 0x03, 0xA6, 0x4E, 0x80, 0x04, 0x21, 0x3C, 0x80, 0x10, 0x05, 0x38, 0xA0, 0x00, 0x00, 0x90, 0xA4, 0x00, 0x4C, 0x90, 0x64, 0x00, 0x50, 0xE8, 0x01, 0x00, 0x80, 0x7C, 0x08, 0x03, 0xA6, 0x38, 0x21, 0x00, 0x70, 0x4E, 0x80, 0x00, 0x20 };
            PS3.SetMemory(function_address + 0x4, func);
            PS3.SetMemory(0x10050000, new byte[0x2854]);
            PS3.SetMemory(function_address, new byte[] { 0xF8, 0x21, 0xFF, 0x91 });
        }

        public static int Call(uint func_address, params object[] parameters)
        {
            int num_params = parameters.Length;
            uint num_floats = 0;
            for (uint i = 0; i < num_params; i++)
            {
                if (parameters[i] is int)
                {
                    byte[] val = BitConverter.GetBytes((int)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
                }
                else if (parameters[i] is uint)
                {
                    byte[] val = BitConverter.GetBytes((uint)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, val);
                }
                else if (parameters[i] is string)
                {
                    byte[] str = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");
                    PS3.SetMemory(0x10050054 + i * 0x400, str);
                    uint addr = 0x10050054 + i * 0x400;
                    byte[] address = BitConverter.GetBytes(addr);
                    Array.Reverse(address);
                    PS3.SetMemory(0x10050000 + (i + num_floats) * 4, address);
                }
                else if (parameters[i] is float)
                {
                    num_floats++;
                    byte[] val = BitConverter.GetBytes((float)parameters[i]);
                    Array.Reverse(val);
                    PS3.SetMemory(0x10050024 + ((num_floats - 1) * 0x4), val);
                }
            }
            byte[] fadd = BitConverter.GetBytes(func_address);
            Array.Reverse(fadd);
            PS3.SetMemory(0x1005004C, fadd);
            System.Threading.Thread.Sleep(20);
            byte[] ret = PS3.Extension.ReadBytes(0x10050050, 4);
            Array.Reverse(ret);
            return BitConverter.ToInt32(ret, 0);
        }

        public static void ChangeDEX()
        {
            PS3.ChangeAPI(SelectAPI.TargetManager);
        }

        public static void ChangeCEX()
        {
            PS3.ChangeAPI(SelectAPI.ControlConsole);
        }

        #endregion
    }

SetXP kill:
Code:
public static void SetXP(int value)
        {
            Cbuf_AddText("set scr_war_score_kill " + value);
            Cbuf_AddText("set scr_dom_score_kill " + value);
            Cbuf_AddText("set scr_sd_score_kill " + value);
            Cbuf_AddText("set scr_dem_score_kill " + value);
            Cbuf_AddText("set scr_tdm_score_kill " + value);
            Cbuf_AddText("set scr_ctf_score_kill " + value);
            Cbuf_AddText("set scr_hd_score_kill " + value);
            Cbuf_AddText("set scr_kc_score_kill " + value);
            Cbuf_AddText("set scr_sab_score_kill " + value);
            Cbuf_AddText("set scr_hq_score_kill " + value);
            Cbuf_AddText("set scr_tdef_score_kill " + value);
            Cbuf_AddText("set scr_conf_score_kill " + value);
            Cbuf_AddText("set scr_oic_score_kill " + value);
            Cbuf_AddText("set scr_sas_score_kill " + value);
            Cbuf_AddText("set scr_gun_score_kill " + value);
            Cbuf_AddText("set scr_shrp_score_kill " + value);
        }

SendChatMessage:
Code:
        public static void SendChatMessage(uint Client)
        {
           string Name = PS3.Read.String(Adresses.Name_InGame + (Client * 0x3980));
           iPrintln(-1,"^:" + Name + " says's: " + KeyBoard("Send a Chat Message", "", 50));
        }

FPS:
Code:
        public static void FPS(bool True)
        {
            if (tru)
            {
                PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x01 });
            }
            else
            {
                PS3.SetMemory(Adresses.FPS_Enable, new byte[] { 0x2C, 0x03, 0x00, 0x00 });
            }
        }
     
        public static void SetFPS(string txt, float Size, float X, float Y)
        {
            PS3.Extension.WriteString(Adresses.FPS_Text, txt);
            PS3.Extension.WriteFloat(Adresses.FPS_Size, Size);
            PS3.Extension.WriteFloat(Adresses.FPS_X, X);
            PS3.Extension.WriteFloat(Adresses.FPS_Y, Y);
        }

For Use:
Code:
FPS(true); //On
//Or
FPS(false); //Off

SetFPS("Your Text here", 90,100) // Change the valeur :)

G_AddEvent:
Code:
        public static void G_AddEvent(Int32 Client, int Event, int EventParam = 0)
        {
            RPC.Call(Adresses.Add_Event, Adresses.G_Entity + (0x280 * Client), Event, EventParam);
        }

Set Origin:
Code:
        public static void SetOrigin(int Client, float[] Origin)
        {
            WriteSingle(G_Client(Client, 0x78), Origin);
        }

GetOrigin:
Code:
        public static float[] GetOrigin(int Client)
        {
            float[] Position = ReadSingle((uint)Adresses.Origin + ((uint)Client * 0x3980), 3);
            return Position;
        }

PlayerAnglesToForward:
Code:
        public static float[] PlayerAnglesToForward(int clientIndex, float Distance = 200f)
        {
            float[] Angles = ReadSingle(G_Client(clientIndex, 0x1B0), 3);
            float[] Position = ReadSingle(G_Client(clientIndex, 0x78), 3);
            float angle, sr, sp, sy, cr, cp, cy, PiDiv;
            PiDiv = ((float)Math.PI / 180f);
            angle = Angles[1] * PiDiv;
            sy = (float)Math.Sin(angle);
            cy = (float)Math.Cos(angle);
            angle = Angles[0] * PiDiv;
            sp = (float)Math.Sin(angle);
            cp = (float)Math.Cos(angle);
            angle = Angles[2] * PiDiv;
            sr = (float)Math.Sin(angle);
            cr = (float)Math.Cos(angle);
            float[] Forward = new float[] { (cp * cy * Distance) + Position[0], (cp * sy * Distance) + Position[1], (-sp * Distance) + Position[2] };
            return Forward;
        }

Credits:
- Moi & AlexS.
- LBK.
- RGaming.
- Shark.
- SC58.
- oStankyModz.
- Sticky.
- Et les autres.
bien le release :)
 

iMoDz-Retour

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tu peux ajouté l'enum du g_addevent car j'ai le addevent depuis la 1.06 mais les enum n'ont pas été update :/
 

iMoDz | GsRClans’

Les Biatchs #Chris #AlexS ♥ , Le Nwar #Angel' ♥
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tu peux ajouté l'enum du g_addevent car j'ai le addevent depuis la 1.06 mais les enum n'ont pas été update :/
Je sais pas si ta les même mais elles sont sur le topic de LBK & Baptiste, si ta les même je peu rien pour toi

Code:
enum entity_event_t
{
    EV_NONE = 0x0,
    EV_FOLIAGE_SOUND = 0x1,
    EV_STOP_WEAPON_SOUND = 0x2,
    EV_SOUND_ALIAS = 0x3,
    EV_SOUND_ALIAS_AS_MASTER = 0x4,
    EV_SOUND_ALIAS_SET_PITCH = 0x5,
    EV_SOUND_ALIAS_SCALE_PITCH = 0x6,
    EV_SOUND_ALIAS_SET_VOLUME = 0x7,
    EV_SOUND_ALIAS_SCALE_VOLUME = 0x8,
    EV_STOPSOUNDS = 0x9,
    EV_STANCE_FORCE_STAND = 0xA,
    EV_STANCE_FORCE_CROUCH = 0xB,
    EV_STANCE_FORCE_PRONE = 0xC,
    EV_STANCE_INVALID = 0xD,
    EV_ITEM_PICKUP = 0xE,
    EV_AMMO_PICKUP = 0xF,
    EV_NOAMMO = 0x10,
    EV_NOAMMO_FIREATTEMPT = 0x11,
    EV_ADSREQUIRED_FIREATTEMPT = 0x12,
    EV_EMPTY_OFFHAND_PRIMARY = 0x13,
    EV_EMPTY_OFFHAND_SECONDARY = 0x14,
    EV_EMP_OFFHAND = 0x15,
    EV_OFFHAND_END_NOTIFY = 0x16,
    EV_RESET_ADS = 0x17,
    EV_RELOAD = 0x18,
    EV_RELOAD_FROM_EMPTY = 0x19,
    EV_RELOAD_START = 0x1A,
    EV_RELOAD_END = 0x1B,
    EV_RELOAD_START_NOTIFY = 0x1C,
    EV_RELOAD_ADDAMMO = 0x1D,
    EV_RAISE_WEAPON = 0x1E,
    EV_FIRST_RAISE_WEAPON = 0x1F,
    EV_PUTAWAY_WEAPON = 0x20,
    EV_WEAPON_ALT = 0x21,
    EV_WEAPON_SWITCH_STARTED = 0x22,
    EV_WEAPON_SWITCH_STARTED_OFFHAND = 0x23,
    EV_PULLBACK_WEAPON = 0x24,
    EV_FIRE_WEAPON_END = 0x25,
    EV_FIRE_WEAPON = 0x26,
    EV_FIRE_WEAPON_LASTSHOT = 0x27,
    EV_FIRE_RICOCHET = 0x28,
    EV_RECHAMBER_WEAPON = 0x29,
    EV_EJECT_BRASS = 0x2A,
    EV_FIRE_WEAPON_LEFT = 0x2B,
    EV_FIRE_WEAPON_LASTSHOT_LEFT = 0x2C,
    EV_EJECT_BRASS_LEFT = 0x2D,
    EV_HITCLIENT_FIRE_WEAPON = 0x2E,
    EV_HITCLIENT_FIRE_WEAPON_LASTSHOT = 0x2F,
    EV_HITCLIENT_FIRE_WEAPON_LEFT = 0x30,
    EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT = 0x31,
    EV_SV_FIRE_WEAPON = 0x32,
    EV_SV_FIRE_WEAPON_LASTSHOT = 0x33,
    EV_SV_FIRE_WEAPON_LEFT = 0x34,
    EV_SV_FIRE_WEAPON_LASTSHOT_LEFT = 0x35,
    EV_SV_FIRE_WEAPON_BALL_PASS = 0x36,
    EV_FIRE_MELEE_SWIPE = 0x37,
    EV_FIRE_MELEE_STAND = 0x38,
    EV_FIRE_MELEE_CROUCH = 0x39,
    EV_PREP_OFFHAND = 0x3A,
    EV_USE_OFFHAND = 0x3B,
    EV_USE_OFFHAND_THROWBACK = 0x3C,
    EV_SWITCH_OFFHAND = 0x3D,
    EV_SWITCH_OFFHAND_VAR = 0x3E,
    EV_PREP_RIOTSHIELD = 0x3F,
    EV_LOWER_RIOTSHIELD = 0x40,
    EV_STARTDEPLOY_RIOTSHIELD = 0x41,
    EV_DEPLOY_RIOTSHIELD = 0x42,
    EV_CANNOTPLANT = 0x43,
    EV_MELEE_HIT = 0x44,
    EV_MELEE_MISS = 0x45,
    EV_MELEE_BLOOD = 0x46,
    EV_MELEE_BLOOD_STAND = 0x47,
    EV_MELEE_BLOOD_CROUCH = 0x48,
    EV_SV_FIRE_TURRET = 0x49,
    EV_FIRE_VEH_TURRET = 0x4A,
    EV_FIRE_TURRET = 0x4B,
    EV_FIRE_SENTRY = 0x4C,
    EV_FIRE_QUADBARREL_1 = 0x4D,
    EV_FIRE_QUADBARREL_2 = 0x4E,
    EV_BULLET_HIT = 0x4F,
    EV_BULLET_HIT_EXPLODE = 0x50,
    EV_BULLET_HIT_SHIELD = 0x51,
    EV_BULLET_HIT_CLIENT_SMALL = 0x52,
    EV_BULLET_HIT_CLIENT_LARGE = 0x53,
    EV_BULLET_HIT_CLIENT_EXPLODE = 0x54,
    EV_BULLET_HIT_CLIENT_SMALL_FATAL = 0x55,
    EV_BULLET_HIT_CLIENT_LARGE_FATAL = 0x56,
    EV_BULLET_HIT_CLIENT_EXPLODE_FATAL = 0x57,
    EV_BULLET_HIT_CLIENT_SHIELD = 0x58,
    EV_BEAM_HIT = 0x59,
    EV_BEAM_HIT_SHIELD = 0x5A,
    EV_BULLET_DESTROY_CLIENT_SHIELD = 0x5B,
    EV_DROP_CLIENT_SHIELD = 0x5C,
    EV_EXPLOSIVE_IMPACT_ON_SHIELD = 0x5D,
    EV_EXPLOSIVE_SPLASH_ON_SHIELD = 0x5E,
    EV_GRENADE_THROW = 0x5F,
    EV_GRENADE_BOUNCE = 0x60,
    EV_GRENADE_STICK = 0x61,
    EV_GRENADE_REST = 0x62,
    EV_GRENADE_ROLL = 0x63,
    EV_GRENADE_EXPLODE = 0x64,
    EV_GRENADE_PICKUP = 0x65,
    EV_GRENADE_LETGO = 0x66,
    EV_ROCKET_EXPLODE = 0x67,
    EV_TRAIL_DESTROY = 0x68,
    EV_FLASHBANG_EXPLODE = 0x69,
    EV_CUSTOM_EXPLODE = 0x6A,
    EV_CHANGE_TO_DUD = 0x6B,
    EV_DUD_EXPLODE = 0x6C,
    EV_DUD_EXPLODE_ONLY = 0x6D,
    EV_DUD_IMPACT = 0x6E,
    EV_TROPHY_EXPLODE = 0x6F,
    EV_BULLET = 0x70,
    EV_PLAY_FX = 0x71,
    EV_PLAY_FX_ON_TAG = 0x72,
    EV_STOP_FX_ON_TAG = 0x73,
    EV_KILL_FX_ON_TAG = 0x74,
    EV_PLAY_FX_ON_TAG_FOR_CLIENTS = 0x75,
    EV_STOP_FX_ON_TAG_FOR_CLIENT = 0x76,
    EV_KILL_FX_ON_TAG_FOR_CLIENT = 0x77,
    EV_PLAY_IMPACT_HEAD_FATAL_FX = 0x78,
    EV_PHYS_EXPLOSION_SPHERE = 0x79,
    EV_PHYS_EXPLOSION_CYLINDER = 0x7A,
    EV_PHYS_EXPLOSION_JOLT = 0x7B,
    EV_RADIUSDAMAGE = 0x7C,
    EV_PHYS_JITTER = 0x7D,
    EV_EARTHQUAKE = 0x7E,
    EV_GRENADE_SUICIDE = 0x7F,
    EV_DETONATE_BY_EMPTY_THROW = 0x80,
    EV_DETONATE_BY_DOUBLE_TAP = 0x81,
    EV_NIGHTVISION_WEAR = 0x82,
    EV_NIGHTVISION_REMOVE = 0x83,
    EV_MISSILE_REMOTE_BOOST = 0x84,
    EV_PLAY_RUMBLE_ON_ENT = 0x85,
    EV_PLAY_RUMBLE_ON_POS = 0x86,
    EV_PLAY_RUMBLELOOP_ON_ENT = 0x87,
    EV_PLAY_RUMBLELOOP_ON_POS = 0x88,
    EV_STOP_RUMBLE = 0x89,
    EV_STOP_ALL_RUMBLES = 0x8A,
    EV_VARIABLE_ZOOM_CHANGE = 0x8B,
    EV_OBITUARY = 0x8C,
    EV_NO_PRIMARY_GRENADE_HINT = 0x8D,
    EV_NO_SECONDARY_GRENADE_HINT = 0x8E,
    EV_TARGET_TOO_CLOSE_HINT = 0x8F,
    EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT = 0x90,
    EV_LOCKON_REQUIRED_HINT = 0x91,
    EV_VEHICLE_COLLISION = 0x92,
    EV_VEHICLE_SUSPENSION_SOFT = 0x93,
    EV_VEHICLE_SUSPENSION_HARD = 0x94,
    EV_FOOTSTEP_PRONE_ENTER = 0x95,
    EV_FOOTSTEP_PRONE_ENTER_FROM_STAND = 0x96,
    EV_FOOTSTEP_PRONE_EXIT = 0x97,
    EV_FOOTSTEP_CROUCH_ENTER = 0x98,
    EV_FOOTSTEP_CROUCH_EXIT = 0x99,
    EV_FOOTSTEP_PRONE_STOP = 0x9A,
    EV_FOOTSTEP_PRONE = 0x9B,
    EV_FOOTSTEP_CROUCH_WALK = 0x9C,
    EV_FOOTSTEP_CROUCH_RUN = 0x9D,
    EV_FOOTSTEP_WALK = 0x9E,
    EV_FOOTSTEP_RUN = 0x9F,
    EV_FOOTSTEP_SPRINT = 0xA0,
    EV_JUMP = 0xA1,
    EV_HIGHJUMP = 0xA2,
    EV_SLAM = 0xA3,
    EV_SLAM_LAND = 0xA4,
    EV_LANDING_LIGHT = 0xA5,
    EV_LANDING_MEDIUM = 0xA6,
    EV_LANDING_HEAVY = 0xA7,
    EV_LANDING_PAIN = 0xA8,
    EV_MANTLE_UP_HIGH = 0xA9,
    EV_MANTLE_UP_MEDIUM = 0xAA,
    EV_MANTLE_UP_LOW = 0xAB,
    EV_MANTLE_OVER_HIGH = 0xAC,
    EV_MANTLE_OVER_MEDIUM = 0xAD,
    EV_MANTLE_OVER_LOW = 0xAE,
    EV_SLIDE_START = 0xAF,
    EV_SLIDE_EASE_OUT = 0xB0,
    EV_POWER_SLIDE = 0xB1,
    EV_DODGE = 0xB2,
    EV_EXO_POWER_NOT_READY = 0xB3,
    EV_EXPLODER = 0xB4,
    EV_STOP_EXPLODER = 0xB5,
    EV_KILL_EXPLODER = 0xB6,
    EV_OVERHEAT_WEAPON = 0xB7,
    EV_SV_OVERHEAT_WEAPON = 0xB8,
    EV_PHYSICS_IMPACT_SOUND = 0xB9,
    EV_PORTABLE_RADAR_PING = 0xBA,
    EV_SHOOT_BLANK = 0xBB,
    EV_NO_EXO_HOVER_HINT = 0xBC,
    EV_EXO_ADRENALINE_FIRE = 0xBD,
}
 

L乃ズ

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Points
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Il sont pas update cela , mais merci quand même :p
Tien , j'ai juste la flemme de mettre leur valeur , jte me le debut pour que tu comprenne apres a toi de les mettre ^^
La liste est de 1.18 , et effectivement yen a plus que avant ^^
Code:
EV_NONE = 0x0
EV_FOLIAGE_SOUND = 0x1
EV_STOP_WEAPON_SOUND = 0x2
EV_SOUND_ALIAS = 0x3
EV_SOUND_ALIAS_AS_MASTER = 0x4
EV_SOUND_ALIAS_SET_PITCH = 0x5
EV_SOUND_ALIAS_SCALE_PITCH = 0x6
EV_SOUND_ALIAS_SET_VOLUME = 0x7
EV_SOUND_ALIAS_SCALE_VOLUME = 0x8
EV_STOPSOUND = 0x9
EV_STOPSOUNDS = 0xA
EV_STANCE_FORCE_STAND = 0xB
EV_STANCE_FORCE_CROUCH = 0xC
EV_STANCE_FORCE_PRONE = 0xD
EV_STANCE_INVALID = 0xE
EV_ITEM_PICKUP = 0xF
EV_AMMO_PICKUP = 0x10
EV_NOAMMO = 0x11
EV_NOAMMO_FIREATTEMPT
EV_ADSREQUIRED_FIREATTEMPT
EV_EMPTY_OFFHAND_PRIMARY
EV_EMPTY_OFFHAND_SECONDARY
EV_EMP_OFFHAND
EV_OFFHAND_END_NOTIFY
EV_RESET_ADS
EV_RELOAD
EV_RELOAD_FROM_EMPTY
EV_RELOAD_START
EV_RELOAD_END
EV_RELOAD_START_NOTIFY
EV_RELOAD_ADDAMMO
EV_RAISE_WEAPON
EV_FIRST_RAISE_WEAPON
EV_PUTAWAY_WEAPON
EV_WEAPON_ALT
EV_WEAPON_SWITCH_STARTED
EV_WEAPON_SWITCH_STARTED_OFFHAND
EV_PULLBACK_WEAPON
EV_FIRE_WEAPON_END
EV_FIRE_WEAPON
EV_FIRE_WEAPON_LASTSHOT
EV_FIRE_RICOCHET
EV_RECHAMBER_WEAPON
EV_EJECT_BRASS
EV_FIRE_WEAPON_LEFT
EV_FIRE_WEAPON_LASTSHOT_LEFT
EV_EJECT_BRASS_LEFT
EV_HITCLIENT_FIRE_WEAPON
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT
EV_HITCLIENT_FIRE_WEAPON_LEFT
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT
EV_SV_FIRE_WEAPON
EV_SV_FIRE_WEAPON_LASTSHOT
EV_SV_FIRE_WEAPON_LEFT
EV_SV_FIRE_WEAPON_LASTSHOT_LEFT
EV_SV_FIRE_WEAPON_BALL_PASS
EV_FIRE_MELEE_SWIPE
EV_FIRE_MELEE_STAND
EV_FIRE_MELEE_CROUCH
EV_PREP_OFFHAND
EV_USE_OFFHAND
EV_USE_OFFHAND_THROWBACK
EV_SWITCH_OFFHAND
EV_SWITCH_OFFHAND_VAR
EV_PREP_RIOTSHIELD
EV_LOWER_RIOTSHIELD
EV_STARTDEPLOY_RIOTSHIELD
EV_DEPLOY_RIOTSHIELD
EV_CANNOTPLANT
EV_MELEE_HIT
EV_MELEE_MISS
EV_MELEE_BLOOD
EV_MELEE_BLOOD_STAND
EV_MELEE_BLOOD_CROUCH
EV_ZM_EXPLODER_BLOOD
EV_BLOOD
EV_SV_FIRE_TURRET
EV_FIRE_VEH_TURRET
EV_FIRE_TURRET
EV_FIRE_SENTRY
EV_FIRE_QUADBARREL_1
EV_FIRE_QUADBARREL_2
EV_BULLET_HIT
EV_BULLET_HIT_EXPLODE
EV_BULLET_HIT_SHIELD
EV_BULLET_HIT_CLIENT_SMALL
EV_BULLET_HIT_CLIENT_LARGE
EV_BULLET_HIT_CLIENT_EXPLODE
EV_BULLET_HIT_CLIENT_SMALL_FATAL
EV_BULLET_HIT_CLIENT_LARGE_FATAL
EV_BULLET_HIT_CLIENT_EXPLODE_FATAL
EV_BULLET_HIT_CLIENT_SHIELD
EV_BEAM_HIT
EV_BEAM_HIT_SHIELD
EV_BULLET_DESTROY_CLIENT_SHIELD
EV_DROP_CLIENT_SHIELD
EV_EXPLOSIVE_IMPACT_ON_SHIELD
EV_EXPLOSIVE_SPLASH_ON_SHIELD
EV_GRENADE_THROW
EV_GRENADE_BOUNCE
EV_GRENADE_STICK
EV_GRENADE_REST
EV_GRENADE_ROLL
EV_GRENADE_EXPLODE
EV_GRENADE_PICKUP
EV_GRENADE_LETGO
EV_ROCKET_EXPLODE
EV_TRAIL_DESTROY
EV_FLASHBANG_EXPLODE
EV_CUSTOM_EXPLODE
EV_CHANGE_TO_DUD
EV_DUD_EXPLODE
EV_DUD_EXPLODE_ONLY
EV_DUD_IMPACT
EV_TROPHY_EXPLODE
EV_BULLET
EV_PLAY_FX
EV_PLAY_FX_ON_TAG
EV_STOP_FX_ON_TAG
EV_KILL_FX_ON_TAG
EV_PLAY_FX_ON_TAG_FOR_CLIENTS
EV_STOP_FX_ON_TAG_FOR_CLIENT
EV_KILL_FX_ON_TAG_FOR_CLIENT
EV_PLAY_FX_ON_WEAPON
EV_STOP_FX_ON_WEAPON
EV_KILL_FX_ON_WEAPON
EV_PLAY_IMPACT_HEAD_FATAL_FX
EV_PHYS_EXPLOSION_SPHERE
EV_PHYS_EXPLOSION_CYLINDER
EV_PHYS_EXPLOSION_JOLT
EV_RADIUSDAMAGE
EV_PHYS_JITTER
EV_EARTHQUAKE
EV_GRENADE_SUICIDE
EV_DETONATE_BY_EMPTY_THROW
EV_DETONATE_BY_DOUBLE_TAP
EV_NIGHTVISION_WEAR
EV_NIGHTVISION_REMOVE
EV_MISSILE_REMOTE_BOOST
EV_PLAY_RUMBLE_ON_ENT
EV_PLAY_RUMBLE_ON_POS
EV_PLAY_RUMBLELOOP_ON_ENT
EV_PLAY_RUMBLELOOP_ON_POS
EV_STOP_RUMBLE
EV_STOP_ALL_RUMBLES
EV_VARIABLE_ZOOM_CHANGE
EV_OBITUARY
EV_NO_PRIMARY_GRENADE_HINT
EV_NO_SECONDARY_GRENADE_HINT
EV_TARGET_TOO_CLOSE_HINT
EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT
EV_LOCKON_REQUIRED_HINT
EV_VEHICLE_COLLISION
EV_VEHICLE_SUSPENSION_SOFT
EV_VEHICLE_SUSPENSION_HARD
EV_FOOTSTEP_PRONE_ENTER
EV_FOOTSTEP_PRONE_ENTER_FROM_STAND
EV_FOOTSTEP_PRONE_EXIT
EV_FOOTSTEP_CROUCH_ENTER
EV_FOOTSTEP_CROUCH_EXIT
EV_FOOTSTEP_PRONE_STOP
EV_FOOTSTEP_PRONE
EV_FOOTSTEP_CROUCH_WALK
EV_FOOTSTEP_CROUCH_RUN
EV_FOOTSTEP_WALK
EV_FOOTSTEP_RUN
EV_FOOTSTEP_SPRINT
EV_JUMP
EV_HIGHJUMP
EV_SLAM
EV_SLAM_LAND
EV_LANDING_LIGHT
EV_LANDING_MEDIUM
EV_LANDING_HEAVY
EV_LANDING_PAIN
EV_MANTLE_UP_HIGH
EV_MANTLE_UP_MEDIUM
EV_MANTLE_UP_LOW
EV_MANTLE_OVER_HIGH
EV_MANTLE_OVER_MEDIUM
EV_MANTLE_OVER_LOW
EV_SLIDE_START
EV_SLIDE_EASE_OUT
EV_POWER_SLIDE
EV_DODGE
EV_EXO_POWER_NOT_READY
EV_EXPLODER
EV_STOP_EXPLODER
EV_KILL_EXPLODER
EV_OVERHEAT_WEAPON
EV_SV_OVERHEAT_WEAPON
EV_PHYSICS_IMPACT_SOUND
EV_PORTABLE_RADAR_PING
EV_SHOOT_BLANK
EV_NO_EXO_HOVER_HINT
EV_EXO_ADRENALINE_FIRE
EV_GRAPPLING_HOOK_HIT
EV_GRAPPLING_HOOK_MISS
EV_GRAPPLING_HOOK_HOLD
Enjoy ;)
 
Haut